Accepted [+] [X] Bomb Jack Twin Update submitted by XtC
Bomb Jack Twin (c) 1993 NMK.
Bomb Jack Twin is a direct sequel to the 1984 original and retains the same platform-based collect-the-bombs gameplay of its predecessor.
Changes over the original game include a slightly faster playing tempo and the option for simultaneous two-player action. As with the prequel, extra points and bonuses can be earned by collecting bonus coins and bombs with their fuses still lit. Bomb Jack Twin also retains the 'Powerball' feature of its predecessor which, when collected, freezes the level's enemies for several seconds, allowing them to be destroyed.
The way the sequel's levels are structured differs significantly from the original game. In "Bomb Jack", each screen was simply numbered sequentially and the background picture changed on every screen, but the stages in "Bomb Jack Twin" are grouped into 'rounds', each consisting of three screen layouts but retaining a single background picture for the duration of that round.
Another new addition is the bonus screen. This appears every couple of rounds and players must try to collect all bombs on the screen within a tight time limit to earn extra bonus points. There are no enemies on the bonus screens and the background is plain black.
As with the first game, "Bomb Jack Twin" takes place in different locations throughout the world. A map screen is displayed before the start of each new round showing the next location. The available locations are: Germany, Thailand, Nevada, Japan, England, Hong Kong and China.
- TECHNICAL -
Game ID : UPL-93087
Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Bomb Jack Twin was released in December 1993 in Japan.
- TIPS AND TRICKS -
* Secret Message : Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode.
- SERIES -
1. Bomb Jack (1984, Arcade)
2. Bomb Jack II (1986, C64)
3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom)
4. Bomb Jack Twin (1993, Arcade)
- STAFF -
Sound : Manabu Namiki
- PORTS -
* CONSOLES:
Nintendo Game Boy Advance (2002) "Bomb Jack World" : included in this unreleased prototype.
- SOURCES -
Game's ROM.
Accepted [+] [X] Battle Chopper Update submitted by XtC
Battle Chopper (c) 1987 Irem.
For more information about the game itself, please see the original Japanese version entry; "Mr. Heli no Daibouken".
- TRIVIA -
Battle Chopper was released in December 1987 outside Japan. It is known in Japan as "Mr. Heli no Daibouken".
- PORTS -
* COMPUTERS:
[EU] Atari ST (1989) "Mr. Heli"
[US] Commodore C64 (1987)
[EU] Commodore C64 (1989) "Mr. Heli"
Sinclair ZX Spectrum [US] (1989) "Mr. Heli"
[EU] Commodore Amiga (1989) "Mr. Heli"
[EU] Amstrad CPC (1989) "Mr. Heli"
PC [MS Windows, Online] [EU] (dec.9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (aug.21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (nov.2, 2013) "IREM Arcade Hits" by Plug In Digital
- SOURCES -
Game's ROM.
Accepted [+] [X] Astro Blaster Update submitted by XtC
Astro Blaster (c) 1981 Sega.
Astro Blaster is a 1- or 2-player game in which players must advance through squadrons of alien ships in an attempt to dock with the mother ship. Players move their ship left or right and shoot at attacking squadrons. A special time warp allows the player to slow down the alien space ships and their laser fire, while maintaining his own ship and laser fire at normal speed.
As players go through the game play, each step is directed by the voice of mission control. Mission control keeps players informed of fuel status, provides a countdown on warp, keeps track of the number of ships remaining, and monitors the player's laser temperature.
As players enter each new sector they encounter a different number of alien squadrons. Players must destroy all ships in each squadron to pass through the sector. One squadron of rockets is extremely difficult to destroy, but players can pass through this squadron by hitting a few enemy ships. Once a player has destroyed all the squadrons in that sector, he enters an asteroid belt. He must maneuver and shoot his way through the asteroids to reach the mother ship. If fuel is critically low when the player enters the asteroid belt, he can receive extra fuel by shooting the red fireballs interspersed among the asteroids. After passing through the asteroid belt, the player's ship docks with the mother ship and refuels.
There are 29 different alien squadrons players encounter as they move through the different sectors. Every new sector increases in difficulty with different numbers of squadrons in each sector. Each alien ship has its own individualized sounds, movements and firing capability.
During their game, players must keep track of fuel consumption. As the player's ship moves through the sector, it consumes fuel. The player must ensure he has enough fuel to advance through the sector and dock with the mother ship. Extra fuel can only be obtained by shooting red fireballs or docking with the mother ship. The screen also displays the laser temperature. As players fire, the laser temperature rises. When they cease firing it cools down. If the laser overheats, players lose their laser fire until it cools down.
By depressing the warp button, players slow down the enemy ships and their laser fire while maintaining his own at normal speed. Players receive one warp per ships and are awarded one warp upon docking, if he has used his warp in the previous sector.
Each alien ship destroyed carries a different point value. Players also receive double points for destroying an alien ship when their fuel is in the red. To add further excitement, there are 25 tasks that a player performs during the course of the game and receives a secret bonus. Players do not know what these tasks are, but a good player will keep track. The 25 tasks are consistent throughout the game. Players also receive a bonus for any fuel they have left when they dock with the mother ship.
With a two-player game, players alternate at the conclusion of each sector, not after each ship. Players receive 3 to 5 ships, which is operator adjustable. The game is over when a player runs out of fuel, loses all his ships, or crashes while attempting to dock with the mother ship. The top three scores are displayed and the game ranks players from 1 to 99.
PLAY INSTRUCTIONS :
1. Shoot enemy space ships for points.
2. Shoot fire balls for extra fuel.
3. Use warp to slow down enemy ships and bombs (only once per sector or ship).
4. Discover how to earn secret bonuses for extra points.
5. Dock with mother ship to refuel after each sector.
6. Game over when you run out of ships or fuel.
7. Laser will not fire while overheated.
- TECHNICAL -
Sega G80 Raster hardware
Main CPU : Zilog Z80 (@ 3.867 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Buttons : 4 (LEFT, RIGHT, FIRE, WARP)
- TRIVIA -
Astro Blaster was released in March 1981.
Astro Blaster was one of the big contributions from Sega/Gremlin. Utilizing speech synthesis, the game attracted players by stating 'Fighter pilots needed in sector wars, play Astro Blaster'. During game play, the game gave you different advice such as 'Alert, alert, invaders in sector 1, player 1 to battle stations', 'Fuel status marginal', or 'Warp activated, 10, 9, 8,...' to name a few.
Astro Blaster wasn't the first game to introduce speech synthesis in a game, that honor goes to Taito's "Stratovox". Astro Blaster, though, challenged the player to go through seven sectors with a varying amount of waves within each sector. Astro Blaster was an extremely challenging game, it developed a solid following. It wasn't as popular as "Frogger", which was released later on, but it still had a solid showing and redefined how space shooters could be made more challenging. Other notable games released in this year were "Donkey Kong", "Galaga", "Vanguard", and "Wizard of Wor".
The bonuses in this game were actually bugs that would appear if certain events took place. Rather than 'fix' the bugs, Gary Shannon changed them to bonus 'features'.
Gus Pappas holds the official record for this game with 299,100 points on November 20, 1982.
In Sega's Dreamcast 1999 video game "Shenmue", an Astro Blaster cabinet can be seen in the YOU Arcade in Dobuita, but it has an 'out of order' label on it and is not playable. Its possible it was originally playable and had to be removed for some reason, but it is perhaps there simply for the sake of realism; Shenmue is set in 1986/87, so even then it would be considered an old game.
- UPDATES -
Three versions of Astro Blaster were released. The first version was deemed too difficult to play. Version 2 was released to remedy this situation and to be a little more descriptive in the games instructions. Version 3 was basically the EASY version of Astro Blaster. All 3 versions had some things in common :
1) All the different alien spacecraft were in all of the versions, it was just their order of appearance that made a difference.
2) The secret bonuses were common to all three versions. Just because a sector had different waves didn't mean the bonuses for specific events were changed.
3) Each had a high score table that held the 99 top scores.
It was easy to spot a version one machine. The instructions were displayed on the screen. When you inserted your money, you just had to press the 1- or 2-player button to start the game.
On versions 2 and 3, after you inserted your money, a blue screen came up and basically told you to press the 1- or 2-player button.. It also explained some of the rules while in attract mode. The order of the alien attackers is what determined version two and three.
- SCORING -
NOTE : During fuel status critical, everything in the game is double points.
AMOEBAS : 70 Points
BLUE&RED DISCS : 70 Points
BLUE&RED SPIRALS : 110 Points
BLUE&RED TRIANGLE : 100 Points
BLUE DIAMOND : 110 Points
BLUE DISC : 60 Points
BLUE OVALS : 120 Points
BLUE HEXAGON : 110 Points
BLUE UFO'S : 160/80 Points
BLUE X's : 90 Points
GALAXIANS : 70/110 Points
GREEN DOUBLE ARROWS : 90 Points
METEOR : 60 Points
ORANGE&PURPLE SPINNERS : 80/110 Points
ORANGE ARROWS : 100 Points
ORANGE CRYSTALS : 110 Points
ORANGE DART : 40/70 Points
ORANGE SAUCER : 50/100 Points
RED-RINGED GLOBES : 100 Points
RUBBER BANDS : 70 Points
WHITE BLOCK : 70 Points
WHITE BOATS : 90 Points
WHITE SQUARES : 100 Points
WHITE WINGS : 60 Points
YELLOW BIRD : 70 Points
YELLOW DOUBLE DIAMONDS : 80 Points
You also get 100 points per asteroid you take out at the end of the sector.
You also get a bonus for fuel remaining when you dock with the mother ship.
You get a bonus for fuel remaining when you dock with the mother ship, awarded at 10 points per pixel of fuel.
Secret Bonuses :
Number 01, bonus 2,000 points. Complete the asteroid field without missing any fireballs.
Number 03, bonus 1,000 points. Shoot all enemies without missing.
Number 04, bonus 700 points. Shoot all enemies before they wrap around to the other side of the screen, during waves that have the enemies that fly horizontally or diagonally.
Number 09, bonus 500, 700, 900, 1,000 or 1,500 points. Don't move at all when docking with the mother ship (1,000 points for a PERFECTLY centered approach, 1,500 points for 'the paint scraper', when you brush a docking clamp of the mother ship).
Number 12, bonus 700 points. Shoot all enemies before any escape the screen through the bottom (certain waves only).
Number 13, bonus 500 points. Shoot all enemies in proper order in sector 1.
Number 14, bonus 1,000 points. Shoot all enemies in proper order in sector 2.
Number 15, bonus 1,500 points. Shoot all enemies in proper order in sector 3.
Number 16, bonus 2,000 points. Shoot all enemies in proper order in sector 4.
Number 17, bonus 2,500 points. Shoot all enemies in proper order in sector 5.
Number 18, bonus 3,000 points. Shoot all enemies in proper order in sector 6.
Number 19, bonus 3,500 points. Shoot all enemies in proper order in sector 7.
Number 22, bonus 600 points. Never get laser temperature critical during the sector (awarded before docking).
Number 25, bonus 500 points. Not dying during the sector (awarded before docking).
- TIPS AND TRICKS -
* When you start the game, your star ship will be in the middle of the screen. The computer voice will state 'Alert, alert, invaders sector 1, player 1, battle stations'. With that, you are ready to rock and roll. Before you start your game, be sure of what version machine you are playing so you can get yourself prepared. Since each version alters the order of the aliens, it's not good to be prepared for one attack and a totally different attack comes along.
* Although the computer voice can be annoying at times, it also gives you very valuable information. This will actually help you to concentrate more on destroying aliens then constantly looking at your gauges. Some helpful things the voice will tell you are :
1) When your fuel status hits marginal and critical.
2) When your laser temperature is approaching critical.
3) The countdown after you activate warp.
* Fuel is a very precious commodity in this game. If you run out of fuel, your game is over regardless of how many star ships you have left. Learn how to maximize your fuel usage because in the later sectors that have a lot of waves, you will be running on empty. Some other fuel facts :
1) When you activate warp, only the enemies on the screen slow down. Your fuel supply continues to burn away in REAL time.
2) When fuel status marginal is announced, you have approximately 25 seconds of fuel remaining.
3) When fuel status critical is announced, you have approximately 8 seconds of fuel remaining.
4) Shooting the fireballs in the asteroid wave will get you 3 more seconds of fuel.
5) You score double points during fuel status critical.
6) At the end of each sector, you will be re-fueled when you dock with the mothership.
7) Losing a star ship doesn't replenish your fuel supply.
* The warp button can be a blessing or a curse depending on how you use it. You only get one warp per sector or one per star ship. This works fine on the lower sectors that only have a few waves. On the higher sectors, though, you must plan (if possible) the best place to utilize it. Some tips :
1) If it is used on an enemy that goes across the screen, wait until they are halfway across before activating the warp. This way, you can get them all before your warp time runs out.
2) If used on the diagonal flying aliens, again, wait until a lot of them are out before activating.
3) For other aliens, make sure they are mostly on the screen. Sometimes, these aliens disappear off screen and if you activated your warp too early, it will be wasted while they hang around outside of the playing area.
* There are no safe places in this game so you must always be on the look out for not only the aliens dropping on you, but also their laser fire.
* Speaking of laser fire, your ship is equipped with a powerful laser cannon. There is no limit to the amount of shots you can fire, but there is a catch. The cannon heats up with each shot fired. It will overheat if you fire too many shots too quickly, and you will have to wait about eight seconds for it to cool off before you can fire it again. Some ways to prevent overheating :
1) Make your shots count. Don't hold down the fire button to take out the aliens. Shoot to kill, not to warn.
2) If you must do multiple shots, do it in short bursts. Your laser heats up much faster then it cools down.
3) If you do overheat, just avoid the aliens and their fire until your laser is operational again.
* Docking is the easiest way to get a lot of points. You need to set yourself up after the last of the asteroids in order to get those points. Moving your ship during docking procedures will prevent you from getting any docking bonus. The most points are from the 'Paint Scraper' method : Line up your left engine over the C in SECTOR. It will look like you will collide with the left docking arm but you will barely squeeze by. Thus, you now have 1,500 points.
* Also, if you destroy your star ship during docking, your game will be over regardless of the number of men you have left.
* Always expect the unexpected in this game. Sometimes the aliens will do things or make moves you haven't seen before. The best way to counter this is to always be on guard.
* After sector seven, the sectors repeat again. Also, the score 'rolls over' at 99,990. Many players will intentionally get themselves killed when they get close to this score in order to claim the number one position on the board.
- STAFF -
Designed & programmed by : Gary Shannon, Barbara Michalec
- PORTS -
* HANDHELDS:
[US] Sony PSP (nov.16, 2006) "Sega Genesis Collection [Model ULUS-10192]" : as an unlockable extra
[EU] Sony PSP (feb.2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
[AU] Sony PSP (feb.8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Alien Syndrome [Model 317-0033] Update submitted by XtC
Alien Syndrome (c) 1987 Sega.
Alien Syndrome is a overhead-view run and gun game for one or two players in which a number of Mankind's space ships and bases have been overrun by an alien race, who have taken the human inhabitants hostage.
Players control two soldiers named Ricky and Mary and must fight their way through large eight-way scrolling levels to rescue their captured comrades. Once a set number of hostages have been rescued, an exit opens and players can pass through it to fight the end-of-level guardian. Once the guardian is defeated, play moves onto the next stage.
A time-bomb is automatically set at the start of each stage, which must then be completed before the bomb's timer runs down. Failure to finish the level in time results in the death of the player characters. Weapon upgrades and maps of the current level are available at certain points and are accessed via hatchways in the wall.
Alien Syndrome consists of 6 full stages plus a 7th final mini-stage, consisting solely of a fight to the death against the game's final, massive guardian.
- TECHNICAL -
Runs on the Sega "System 16A" hardware.
Game ID: 317-0033
Players: 2
Control: 8-way joystick
Buttons: 1
- TRIVIA -
Alien Syndrome was released in January 1987 in Japan.
Alien Syndrome was sold in a dedicated cabinet by Sega, but was also sold as a conversion kit by Sun Corporation (licensed from Sega) for the America market only.
Donn Nauert holds the record for this game with 2,269,200 points on February 2, 1988.
Soundtrack releases :
[JP] October 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]
Legend of Game Music 2 - Platinum Box [Scitron Digital Contents - SCDC-00473 to 00482 - January 18, 2006]
- TIPS AND TRICKS -
* Hint : Shoot and grab everything as quickly as possible. If you manage to finish a level before the timer reaches 100, you get a 60K bonus.
- SERIES -
1. Alien Syndrome (1987)
2. Alien Syndrome (2007, Nintendo Wii, Sony PSP)
- STAFF -
Music by: Tohru Nakabayashi
- PORTS -
* CONSOLES:
Sega Mark III [JP] (oct.18, 1987) "Alien Syndrome [Model G-1339]"
Sega Master System [US] [EU] (1988) "Alien Syndrome [Model 7006]"
Sega Master System [AU] (1988)
Sega Master System [BR] (1988) by Tec Toy
[JP] Nintendo Famicom (1988) "Alien Syndrome [Model SAN-AZ]"
[US] Nintendo NES (1988)
Sony PlayStation 2 (jul.29, 2004) "Alien Syndrome [Sega Ages 2500 Vol.14] [Model SLPM-62500]"
Microsoft XBOX 360 [US] (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" : as an unlockable extra
Sony PlayStation 3 [KO] (feb.10, 2009) "Sonic's Ultimate Genesis Collection" by SCEI : as an unlockable extra
Sony PlayStation 3 [US] (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" : as an unlockable extra
[EU] Microsoft XBOX 360 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" : as an unlockable extra
Sony PlayStation 3 [EU] [AU] (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" : as an unlockable extra
[AU] Microsoft XBOX 360 (feb.26, 2009) "Sega Mega Drive Ultimate Collection" : as an unlockable extra
* HANDHELDS:
Sega Game Gear [US] (1992) "Alien Syndrome"
[EU] Sega Game Gear (1992) "Alien Syndrome [Model 2324]"
[JP] Sega Game Gear (mar.19, 1992) "Alien Syndrome [Model T-44037]"
* COMPUTERS:
[EU] Amstrad CPC (1988)
[EU] Atari ST (1988)
Commodore Amiga [US] [EU] (1988)
[US] Commodore C64 [EU] (1988)
MSX [EU] (1988)
[EU] Sinclair ZX Spectrum (1989)
[JP] Sharp X68000 (mar.25, 1992)
PC [MS-DOS, 5.25"] [US] (1989)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Zaxxon [Model 834-0211] Update submitted by XtC
Zaxxon (c) 1982 Sega.
Zaxxon is an isometric scrolling shoot-em-up in which the player pilots an armed spaceship and must penetrate heavily-fortified enemy bases, destroying enemy ships and installations before reaching the final confrontation with the game's titular character, a giant armored robot.
The game consists of three different waves:
* Floating Fortress: Players must penetrate the fortress's defenses, destroying fuel tanks, gun emplacements, missiles and fighters. An altimeter constantly monitors the player ship's height, necessary to navigate through the walls and electronic barriers that form part of fortress's defenses. The player's ship carries a limited amount of fuel that is constantly depleting and can only be replenished by shooting ground-based enemy fuel tanks. If the ship's fuel runs out, it crashes to the ground and a life is lost.
* Fighter Fleet: This takes place in outer space with the player attacked by waves of enemy fighter planes and rogue satellites. The player ship's fuel does not deplete during this wave.
* Enemy Headquarters: This is similar to the 'Floating Fortress' wave (with fuel depletion once again being an issue), but with the player facing much tougher defenses. Upon completion of this wave, the player enters into battle with Zaxxon himself. The robot fires a fast-moving homing missile that needs to be hit six times before it's destroyed. Upon completion of the third wave, the game starts over with a higher level of difficulty.
- TECHNICAL -
BOARD # 834-0211
There were 2 different dedicated cabinets available for Zaxxon, an upright and a cocktail :
* The upright version came in a nice woodgrain cabinet with black and blue sticker-style side art. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style.
* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks. The coin mechs and start buttons were on the player 1 side only.
All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification).
Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Zaxxon was released in January 1982 in Japan and two months later, in March 1982, in the USA.
At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person).
In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?'.
Vernon Kalanikaus holds the official official record for this game with 4,680,740 points on March 15, 1982.
A Zaxxon unit appears in the 1983 movie 'WarGames'.
A bootleg of this game is known as "Jackson".
- UPDATES -
Zaxxon was released in at least 2 versions:
The latest version (set 1 in MAME (zaxxon)) corrects a minor error in the way the original Zaxxon ROM set (set 2 in MAME (zaxxon2)) managed fractions of a credit, seen only when a player earned credit through game play when the game dipswitch settings provided only a fraction of a full credit for each token inserted.
- SCORING -
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 300 points
Radar Tower : 1,000 points
Missile (Ground-to-Air) : 150 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 50 points
Fighters (in air) : 100 points + (50 points/level after level 2)
Zaxxon (destroyed with missile in launcher) : 1,000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1,000 points
Satellite : 300 points
- TIPS AND TRICKS -
* To kill Zaxxon, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at Zaxxon's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air.
* Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.
* Shoot airplanes on the platform : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus.
* On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also.
* This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back.
* There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower.
* Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed.
* The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.
* On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship.
- SERIES -
1. Zaxxon (1982, Arcade)
2. Super Zaxxon (1982, Arcade)
3. Zaxxon 3-D (1987, Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
5. Zaxxon Escape (2012, Google Play)
- PORTS -
* CONSOLES:
[US] Colecovision (1982) "Zaxxon [Model 2435]"
[US] Atari 2600 (1982) "Zaxxon [Model 2454]"
[US] Mattel Intellivision (1983) "Zaxxon [Model 2487]"
[US] Atari 5200 (1984) "Zaxxon [Model 008-02]"
Atari XEGS
[JP] Sega SG-1000 (1985) "Zaxxon [Model G-1038]"
[BR] DynaVision (198?) "Zaxxon"
[US] Sony PS2 (nov.7, 2006) as an unlockable extra in "Sega Genesis Collection [Model SLUS-21542]"
[EU] Sony PS2 (feb.2, 2007) as an unlockable extra in "Sega Mega Drive Collection [Model SLES-54333]"
[AU] Sony PlayStation 2 (feb.8, 2007) as an unlockable extra in "Sega Mega Drive Collection"
[US] Microsoft XBOX 360 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 68034]"
[KO] Sony PlayStation 3 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
[US] Sony PlayStation 3 (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]"
[EU] Microsoft XBOX 360 (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]"
[EU] [AU] Sony PlayStation 3 (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]"
[AU] Microsoft XBOX 360 (feb.26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection"
[JP] Nintendo Wii [Virtual Console Arcade] (dec.15, 2009)
[EU] [AU] Nintendo Wii [Virtual Console Arcade] (mar.10, 2010)
[US] Nintendo Wii [Virtual Console Arcade] (apr.12, 2010)
* COMPUTERS:
[US] Tandy Color Computer (1983)
[US] Apple II (1983)
[US] Atari 800 (1984) "Zaxxon [Model 008-03]"
PC [Booter] (1984)
[EU] Commodore C64 (1984)
[US] Commodore C64 (1984) "Zaxxon [Model 008-05]"
[EU] [JP] MSX (1985)
[EU] Sinclair ZX Spectrum (1985)
[US] PC [MS-DOS] (1985)
[EU] Amstrad CPC (1986) "Zaxx"
* OTHERS:
[US] VFD handheld game (1981) released by Coleco : one of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror.
[US] LCD handheld game (1982) released by Bandai : it's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!).
[US] VFD handheld game (19??) released by Bandai : this game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode. The only thing that seems to be missing is the actual Zaxxon boss at the end...
[US] BlackBerry (dec.21, 2009) "Zaxxon [Model 5341]"
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Details of the code analysis can be views at www.romseti.blogspot.com
Accepted [+] [X] Wrestle War [Model 317-0103] Update submitted by XtC
Wrestle War (c) 1989 Sega Enterprises, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Wrestle War [Model 317-0090]"
- TECHNICAL -
Game ID: 317-0103
Runs on the Sega "System 16B" hardware.
- TRIVIA -
In these exports versions, the player has blond hair and blue clothing instead of dark hair and black clothing in the original Japanese version.
- PORTS -
* CONSOLES:
[EU] Sega Mega Drive (1991) "Wrestle War [Model 1206-50]"
Sega Mega Drive [AU] (1995) "Sega Gold Collection"
- SOURCES -
Game's ROM.
Accepted [+] [X] White Water Update submitted by XtC
White Water (c) 1992 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams WPC (Fliptronics II)
Model Number : 50018
Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516
- TRIVIA -
On the backglass, the man with the surprised look on his face is artist John Youssi.
- UPDATES -
Prototype Version P-8 : Prototype (pre-production) allows you to collect ALL THREE Gold Mine awards. Later revisions do not allow this. P-8 may have more bugs present than later revisions.
Commercial Version L-5 : This is the latest commercial version of the White Water software.
- TIPS AND TRICKS -
It's commonly said that all one has to do to get high scores on Whitewater is shoot whatever is lit or flashing at the time. Although this is true to a certain extent, some planning and strategy will invariably yield more consistent and higher scores.
Note that the Jackpot Value in Multiball is based on your current Raft
number, and that later Multiballs are harder to start (because Locks become
more difficult to light). Therefore, you should probably avoid Multiball for a while, and concentrate instead on Whirlpool Awards and collecting lit
Hazards. Since Whirlpool Challenge is the first Whirlpool Award, you should start there.
There are 2 strategies for maximum points in Whirlpool Challenge, and they are dependent on proper behavior of the Lost Mine kickout. You should be able to either dead-catch the ball on the right flipper, or hold the right flipper up and let the ball roll up into the Right Inlane (in which case you should adjust the lit lane accordingly in order to collect one or two free R-I-V-E-R letters). One strategy is to keep both balls in play, constantly hitting No Way Out and then the Whirlpool, paying attention to the sound effects in order to know where the next ball will be coming. The sound effect for a ball being fed from No Way Out to the Upper Playfield is a shrill sound taken directly from Comet. The other strategy requires catching one ball on the left flipper at some point. You can then hold that ball while repeatedly hitting No Way Out and the Whirlpool, then catching the ball from the Lost Mine and repeating the sequence until you slip up.
It may help to nudge the machine forward as the ball is being kicked out of the Lost Mine in order to make it land fairly. If the kickout is irregular or too powerful, advise your operator (good luck).
It is somewhat dangerous to shoot the Lost Mine for Gold Rush or the Hotfoot targets for Bigfoot Hotfoot, but with enough play time, you will eventually start these sequences more or less by accident. Hotfoot is especially nice during 5X Playfield, so keep an eye on how close you are to getting it.
The Extra Ball target is extremely difficult to hit, and dangerous besides. One degree of insurance when going for this target is to start any Multiball (regular, Whirlpool Challenge, or Gold Rush) and risk draining one ball by shooting for it. The hardest part is regaining control of the ball after shooting this target.
There are at least seven strategies for actually attempting to hit the Extra Ball target (as opposed to hoping the ball will wander up there). You can straight shoot it from the left flipper. You can backhand it from the right flipper as the ball is kicked out from the Lost Mine. You can hold the right flipper up as the ball is fed from the Upper Playfield to the Right Inlane, letting it roll over to the tip of the left flipper, where it may (should) be in the perfect position for straight shooting the target. You can nudge the machine forward as the ball is bouncing at the top of the right slingshot; this can often push the ball right up into the Extra Ball target. You can nudge the machine as the ball is hit by the left slingshot, which may kick the ball across to the target. You can catch the ball on the right flipper, twitch the flipper so that the ball rolls up the inlane slightly and then down to the middle of the flipper, from where you can neatly backhand the target. You can also shoot the ball from the very tip of the left flipper, up the Right Inlane and into the Extra Ball target. This is tricky and rarely works, but it sure does look cool.
At the beginning of Multiball, ignore balls that have already successfully come down Insanity Falls. Concentrate on getting the second and third balls up Insanity Falls to earn Double and Triple Jackpots. You'll be very sorry if you settle for regular Jackpots, and end up hitting thirty of them during that Multiball. You will almost certainly lose the first ball if you concentrate on getting the Triple Jackpot. It may help to hold the left flipper up - the lower right flipper will be active because you're shooting Insanity Falls, and this may knock the first two balls up into play. The number of balls currently in play (two or three) does not affect your Jackpot value in any way.
If you miss the first or second shot at Insanity Falls, let that ball go. You have almost no chance of getting it up Insanity Falls, and it will be in the way of the second and/or third balls coming from No Way Out. Also, if you let the first ball go and shoot it immediately into No Way Out, the game may decide that one of its No Way Out kickouts failed, and you will get a fourth attempt at increasing the Jackpot Value. This also means that if No Way Out is a lit Hazard and you hit it from below when the game is kicking a ball out above, it may decide that it was merely a failed kickout, and you will not be awarded that Hazard.
Hitting Insanity Falls or Bigfoot Bluff is best done with a solid slap on the flipper. Without that extra bit of force, the sweet spot, especially for Insanity Falls, is extremely narrow. If you get warnings from shooting Insanity Falls (assuming you aren't actually moving the machine), your machine is set too sensitively. Complain.
Keep an eye on how many Disaster Drops you have collected. There is an Extra Ball between 3 and 15, and it's also useful for spotting the more difficult Hazards such as the Spine Chiller and Boomerang Bend, and for advancing one of the last (difficult) Rafts.
Note that Man Overboard applies to the Hazards which are already lit. Therefore, it's best to collect this when relatively easy Hazards are lit. You can also spot a Hazard and this will award the Man Overboard value.
Beware that a solid shot at No Way Out, particularly backhanded from the left flipper, may rattle around and slowly drift back out. Wait for the sound effects or graphics before you back off from the machine after locking a ball. If the ball does rattle around and drop back down, it should come to the tip of the left flipper. A careful shot will put it gently back into No Way Out as originally intended.
Beware that a very fast shot at Disaster Drop may jam against the Hazard sensor and come back around the loop, usually right towards the center drain. This baffles me, but it does happen occasionally. It usually helps to shake the machine a bit from side to side if you know the ball is coming back down Disaster Drop, so you can avoid the center drain. A small side to side or forward nudge also helps as the ball comes out of Disaster Drop after completing it successfully - this helps keep the ball off of the left slingshot, so you can maintain control and shoot Disaster Drop again if you wish.
You can also shoot Disaster Drop from either flipper. A careful shot from the right flipper has the added advantage that the ball may brush one or more of the Lite Bounceback targets.
There are certain situations where the game will kick out a locked ball from No Way Out even though there is a ball available for the plunger lane. Specifically, if you lock a ball and there is already one more locked from another player than you have locked, it will kick out a locked ball in order to bring your Locks in line with the other players' Locks. For Whirlpool Challenge, you will always receive the ball at the plunger lane if one is available. Otherwise, the Lost Mine kickout usually fires first, before the No Way Out kickout (rather unfair).
Note that, depending on your difficulty settings and the skill of the average player on your machine, the Bigfoot's Cave sensor, which is only reachable during Bigfoot Hotfoot, may often remain untriggered for 90 balls, which causes the machine to assume that the sensor may be faulty. This is the most common cause of a '.' being displayed after 'Credits' or 'Free Play' on Whitewater machines, and it can obscure anything else that might be wrong with the machine.
If the Bigfoot's Cave sensor has been judged out-of-order by the machine, the rules are adjusted, and you are awarded a Bigfoot Jackpot for shooting Bigfoot Bluff during Hotfoot, before the ball reaches the Bigfoot's Cave sensor. This means that if the sensor is in fact working, you will receive credit for two Bigfoot Jackpots the first time you hit it. The game will then re-adjust its rules to normal.
The most important shot in the game is No Way Out. You need to be able to hit this shot from either flipper at almost any time, and often you will benefit from hitting it without even looking at the ball (ie, during Multiball when you're concentrating on shooting Jackpots on the Upper Playfield). The next most important shot would be Insanity Falls. The Bigfoot Bluff shot is actually rather easy.
Note that the value of the Vacation Bonus is easily overshadowed by the Double and Triple Jackpots in the ensuing Multiball, which will be at least 60M and 90M, respectively. But you definitely shouldn't pass up the Vacation Bonus - it's too cool to be missed.
5X Playfield may actually be somewhat wasted on Multiball under the correct scoring rules. It's especially nice to have 5X Playfield during Wet Willie's. Otherwise, try to collect it when you have only one Hazard remaining to advance to a high Raft number. This can be worth as much as 100M (for reaching, but not for starting, Wet Willie's).
If you want to attempt to get a 5X Vacation Bonus, you must reach and complete Wet Willie's, the entire Boulder Garden, and reach River Class Six. Your best chance comes when you have Bigfoot Bluff lit for the 5X Playfield Whirlpool Award, two balls locked, and the third Lock already lit for the Vacation Bonus. At this point, you have two ways of getting the ball to the Upper Playfield to start 5X Playfield. One is to shoot the Spine Chiller - this is a bit risky, since it is a difficult shot and in your attempt to regain control of a missed shot, you may accidentally collect the Vacation Bonus by hitting No Way Out. The other alternative is to let the current ball drain! On the next ball (assuming you have one ;), plunge the ball to the Upper Playfield and collect 5X Playfield. Catch the kickout from the Lost Mine... and shoot for a 5X Vacation Bonus. Note that this does NOT award 1B on L-3 ROMs, but on older ROMs, anything is possible.
There is an 'Insanity Record' maintained, representing the person who hit Insanity Falls (lit or unlit) the most times over the course of a single game. It isn't worth anything remarkable except to have your initials there. The only way to know how many 'Waterfalls' you've collected is to hit the unlit Insanity Falls and see it as part of the graphics.
- STAFF -
Game Design : Dennis Nordman (DEN)
Software : Mike Boon (MAB)
Mechanix : Win Schilling
Music & Sound : Chris Granner (CG)
Art : John Youssi
Dot Matrix : Scott Slomiany
- PORTS -
* OTHERS:
Google Play (2013) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Accepted [+] [X] Tiger-Heli [Model GX-551] Update submitted by XtC
Tiger-Heli (c) 1985 Taito corporation.
The game is a vertical scrolling shooter where the player controls a helicopter taking on hordes of enemies which include tanks, battleships, and artillery. It is interesting to note that, besides some airplanes taking off, there are no flying enemies in the entire game. The player's main weapon is an unlimited supply of missiles which travel a max distance of half the screen's height. The player also has two bombs which destroy all objects within a large circular radius. These bombs can be blown off by enemy bullets.
The player is killed after only one hit, and is re-spawned to a point approximately one whole vertical screen-length later, thus progressing the player past the obstacle that had killed him, albeit at a high cost. The player is given three lives initially and bonus lives are awarded at 20000 points and every 80000 points thereafter. Flashing crosses scattered throughout each level award players power-ups depending on which color the cross is. A red cross will gives the player one side-firing mini-heli which shoots perpendicular to the player's helicopter. A white cross yields a forward firing mini-heli. It is possible to have a mix and match of side-helis, totalling no more than two. The green cross will award the player with an additional bomb, if the player currently has less than two. Grabbing power-ups when not necessary yields 5000 points.
There are a total of four stages, all of which start and end with a helipad. After completion of the last stage, the game will restart in a more difficult mode starting on stage 2. Most of the game's areas contain unnecessary objects to destroy for bonus points, such as oil drums and houses. This was uncharacteristic for shoot 'em ups at the time.
- TECHNICAL -
Board Number: GX-551 (not a Konami board!)
Prom Stickers: A47
Main CPU: (2x) Zilog Z80, Motorola M68705
Sound Chips: (2x) General Instrument AY8910
Players: up to 2 (alternate)
Control: 8-way joystick
Buttons: 2
=> A = fire a gun, B = drop a bomb
- TRIVIA -
Developed by Toaplan co, ltd. Tiger-Heli was released in October 1985 by Taito corporation.
The working title for this game was 'Cobra'.
This is the first shooter to use a 'Megabomb'.
Despite using the GX letters on a PCB, no Konami members had been involved in production of this game.
Pony Canyon released a limited-edition soundtrack album for this game (Kyukyoku Tiger: G.S.M. Taito 2 - D28B0008) on November 21, 1988.
- UPDATES -
The bootleg machine does not use the M68705 @ 2 MHz.
- TIPS AND TRICKS -
* 10000 Points Bonus: At the start of the game, count your shots until arriving at the first railroad. If you've counted every 16 shots (16, 32, 48, 64 ...), a little car should enter the screen on the right side. Destroy it with next shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery.
* A Second 10000 Points Bonus: Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus.
* Second Chance: If you get shot soon after starting a new game, the game will often let you off and just fire a super bomb instead.
* Warp: Lose your first player without scoring any points (make sure the second chance super bomb doesn't hit anything). The game puts you forward to a railway where a car will appear that can be shot for 10,000 points.
* Hint: Blast everything. Civilian cars and houses, etc. all give 50 points each.
- STAFF -
Music and sound: Tatsuya Uemura
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (Dec. 5, 1986) "Tiger-Heli [Model PNF-TH]"
[KO] Nintendo Famicom (1987)
[US] Nintendo NES (Sep. 1987) [Model NES-TI-USA]
[EU] Nintendo NES (Jan. 7, 1990)
[JP] Sony PlayStation (Aug. 30, 1996; "Toaplan Shooting Battle 1 [Model SLPS-00436]")
* COMPUTERS:
[JP] FM Towns Marty (199?) "Tiger-Heli"
[JP] Sharp X68000 (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Space Shuttle - Pinball Adventure [Model 535] Update submitted by XtC
Space Shuttle - Pinball Adventure (c) 1984 Williams Electronics, Incorporated.
- TECHNICAL -
Williams System 9
GAME ID: 535
Main CPU: M6808 (@ 1 MHz)
Sound CPU: M6808 (@ 1 MHz)
Sound chips: DAC, HC55516
- TRIVIA -
The space shuttle's name is 'Defender', a nod to the video game, "Defender".
- SERIES -
1. Space Shuttle - Pinball Adventure (1984)
2. Space Station - Pinball Rendez-vous (1987)
- STAFF -
Designer : Barry Oursler
Artwork : Mark Sprenger
Software : Larry DeMar
Sounds : Eugene Jarvis, Larry DeMar
Speech : Steve Ritchie
Producer : Joe Kaminkow
- PORTS -
* CONSOLES:
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)
* OTHERS:
Google Play (2013) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Accepted [+] [X] Silent Scope Update submitted by XtC
Silent Scope (c) 1999 Konami Company, Limited.
An innovative light gun game.
You play the role of a professional sniper who must stop and kill out the terrorists threat, with his scope rifle while rescue all the hostages in the way and save the situation.
The plot centers on the American First Family, and the President of the United States, it was returning from a function in Chicago, Illinois when their convoy was ambushed by heavily armed terrorists. In the resulting confusion, the terrorists managed to capture the entire First Family, and are demanding the release of their leader (the dictator) in exchange for the safe return of the president. Washington officials have decided to resolve the problem quietly and quickly, using military force and the help of a experienced and accurate sniper.
- TECHNICAL -
Konami Hornet Hardware
CPU : PowerPC 403GA 32-bit RISC @ 64 MHz
Sound CPU : Motorola 68000 @ 16 MHz
Sound Chip : Ricoh RF5C400 PCM 32Ch, 44.1 kHz Stereo, 3D Effect Spatializer
3D DSP : Analog Devices ADSP-21062 (SHARC) 32-bit floating point DSP @ 36 MHz
Graphics Chips : 3DFX Voodoo 2 Pixel processor with 16meg RAM, 3DFX Voodoo 2 Texture processor with 32meg RAM
Interface : Jamma +
- TRIVIA -
Silent Scope was released in March 1999.
Cobra and Hornet, the 2 bosses for stage 1 have their codenames based on Konami's Cobra Hardware (which runs the 1997 fighting game "Fighting Bujitsu") and Hornet hardware (which runs Silent Scope).
The twin bosses codenamed 'Tom and Jerry' have their code name inspired by the cartoon cat and mouse duo of the same name.
The female boss, Monica is probably named after Monica Lewinsky who was the intern involved in a scandal with then president Bill Clinton.
- TIPS AND TRICKS -
* Professional Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight mode of your choice, then press Start(x4).
* Night Vision Challenges : Put coins in, then hold trigger and press Start. Still holding it, guide it onto the mode of your choice and press Start(x5).
* Professional Night Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight a mode of your choice, and press Start(x6).
- SERIES -
1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
6. Silent Scope - Bone Eater (2014)
- STAFF -
Executive Producers : Fumiaki Tanaka, Hiroyasu Machiguchi
Directors : Masaki Kukino, Shigenobu Matsuyama
Producer : Shigenobu Matsuyama
Game Main Programmer : Hardboilder Shin
System Programmer : Yoshihisa Inoue
Enemy & Camera Programmer : Yoshito Fukuda
Effect Programmer : Teck Niihama
Chief Designer : Masaaki Kukino
Map Designer : Yutaka Fujiwara
Character Designer : Yoshinobu Saito
Motion Designers : Hiro Moriyama Kazuya Inoue
Sound Effect : Masahiro Ikariko
Music Composer : Jimmy Weckl
Hardware Engineers : Hitoshi Konishi, Tatsuya Kobayashi, Masakatsu Watanabe, Hidekazu Yamashita, Satoshi Ueda
Mechanical Engineers: Yuji Tamura, Koichi Nishio, Hirofumi Nagao, Manabu Akita
Industrial Designers : Hiroyuki Muraki, Makiko Otomi
Product Designers : Hideaki Minoda, Hiroyuki Sugimoto
Original Game Idea : Yoshitaka Komiya
- PORTS -
* CONSOLES:
Sega Dreamcast (2000)
Sony PlayStation 2 (2000)
Nintendo Game Boy Advance (2002)
Microsoft XBOX (2004) "Silent Scope Complete"
* OTHERS:
Mobile Phone [CN] (2010) "Silent Scope"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Shougi Update submitted by XtC
?? (c) 1980 Alpha Denshi.
(Shougi)
- TECHNICAL -
Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz), ALPHA-8201 (@ 312.5 Khz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Shougi was released in September 1980 in Japan.
This represents the first Alpha Denshi arcade video game.
- SERIES -
1. Shougi (1980)
2. Shougi Part II (1982)
- PORTS -
* COMPUTERS:
PC 8801 (1984) "Shougi"
- SOURCES -
Game's ROM.
Accepted [+] [X] Shin Samurai Spirits - Haohmaru Jigoku-Hen [Model NGM-063] Update submitted by XtC
真 SAMURAI SPIRITS 覇王丸地獄変 (c) 1994 SNK Corporation.
(Shin Samurai Spirits - Haohmaru Jigoku Hen)
Shin Samurai Spirits is a one-on-one fighting game featuring 15 weapon-wielding combatants, fighting to earn the right to face the game's powerful and difficult end boss.
Building upon the success of the first game, SNK added several new characters and more moves. This is particularly evident in the addition of the POW meter, which acts as a super special-move meter. These moves not only cause severe damage to opponents but also break their weapons, forcing them to fight unarmed for a short time before a replacement weapon is issued.
Gameplay was further expanded to include several new movement options, including the ability to roll forwards and backwards, to duck to avoid high attacks, or to do small hops to avoid low strikes. This was also the first game to incorporate an offensive blocking technique, or 'parry'. Via a command issued at the last second, players can deflect an incoming attack and leave their adversary open to counter-attack.
Shin Samurai Spirits featured cameo appearances from other SNK characters, as well as a hidden boss who would occasionally come out to challenge players.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-063
Players : 2
Control : 8-Way Joystick
Buttons : 4
=> [A] Light Attack with weapon, [B] Medium Attack with weapon, [C] Light Kick, [D] Medium Kick
- TRIVIA -
Shin Samurai Spirits was released in October 1994.
The title of the game translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell'.
This game is known outside Japan as 'Samurai Shodown II'.
Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work.
Neinhalt Sieger's name translates from German as 'non-stop victory'.
Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck.
Ryuhaku Todo (of AOF) appears in Gen-An's ending.
If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead.
Kuroko's moves are largely borrowed from other characters.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994.
- TIPS AND TRICKS -
* Alternate Costumes Colors : Press D instead of A to choose your character.
- SERIES -
1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Spirits 64 (1997)
6. Samurai Spirits 2 - Asura Zanmaden (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)
- STAFF -
Producer : Bad Apples
Executive producer : Eikichi Kawasaki
Main planner : K.Y. Hayate
Programmers : Nishidon, Oh!Butch, Abe, Cyber Kondo
Sound : Tate Norio, Yamapy-1
Narration : Kiyoshi Kobayashi
Submissions : Babilu, Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora
Fixs : Keisen (as Tokimeki Keisen), Cyber Kondo, Y. Nishiguchi, Satomi.S
* Front character :
Haohmaru : V Shintani, Masami Tanaka, Y. Koyasu
Nakoruru : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira
Hanzo Hattori : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen)
Galford : Makino Sakana, Pon. Yashamaru
Poppy : Kuwa.Bee
Wan-Fu : Babilu, Ryu!, Keisen (as K. Tokimeki Keisen), Y. Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji
Ukyo Tachibana : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Chu
Kyoshiro Senryo : Harleydavidson, Sleeping, Wolf, Kouji Takaya
Gen-An Shiranui : V Shintani, Masami Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora
Earthquake : Riding Monkey, K., Chu
Yubei Yagyu : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen), Masami Tanaka, Y. Koyasu, Rodem.Yam, Yozora
Charlotte : Kuwa.Bee, Yoshi.M.Kaneko
Genjuro Kibagami : Takachan.O, Masami Tanaka, Harleydavidson, Yoshimitsu, Kouji Takaya, Chu, E. Ohira
Cham Cham : V Shintani, Masami Tanaka, Riding Monkey, Takachan.O, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S
Paku Paku : Kuwa.Bee
Neinhalt Sieger : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Yoshimitsu, Yuhki.N
Nicotine Caffeine : Makino Sakana, Pon. Yashamaru, Mayu K., Y. Koyasu, Yozora, Koba.B
Rashoujin Mizuki : Kuwa.Bee, Masami Tanaka, riding Monkey, Y. Koyasu
Ambrosia : Riding Monkey, K.
Kuroko : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y. Koyasu
* Back character :
Haohmaru : Yasupuu, Yuhki.N, Chu, Satomi.S
Nakoruru : N. Azumi, Y. Nishiguchi, Satomi.S
Hanzo Hattori : Yasupuu, K., Mayu K., Y. Nishiguchi
Galford : Mayu K., Chu
Wan-Fu : Okadasan
Ukyo Tachibana : Yasupuu, Yuhki.N, Satomi.S
Kyoshiro Senryo : N. Azumi, Kouji Takaya, Chu, E. Ohira
Gen-An Shiranui : Okadasan, Harleydavidson, Mayu K., Yuhki.N
Earthquake : Okadasan, Yoshimitsu
Yubei Yagyu : N. Azumi
Charlotte : Mayu K., Yuhki.N, Y. Nishiguchi
Genjuro Kibagami : Mayu K.
Cham Cham : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi
Neinhalt Sieger : Yoshimitsu, Chu
Nicotine Caffeine : Yoshimitsu, Keisen (as Tokimeki Keisen)
Rashoujin Mizuki : Okadasan, E. Ohira
Kuroko : Yuhki.N, Rodem.Yam, Chu
* Planner :
Haohmaru : Tomi Yan
Nakoruru : Tomi Yan
Hanzo Hattori : K.Y. Hayate
Galford : Chu
Wan-Fu : Yukika
Ukyo Tachibana : Bad Apples
Kyoshiro Senryo : Yukika
Gen-An Shiranui : Bad Apples
Earthquake : Yukika
Yubei Yagyu : K.Y. Hayate
Charlotte : Bad Apples
Genjuro Kibagami : Yukika
Cham Cham : Bad Apples
Neinhalt Sieger : K.Y. Hayate
Nicotine Caffeine : Tomi Yan
Rashoujin Mizuki : Kouji Takaya
Kuroko : Yoshimitsu
* Programm :
Haohmaru : Abe
Nakoruru : Oh!Butch
Hanzo Hattori : Abe
Galford : Abe
Wan-Fu : Abe
Ukyo Tachibana : Abe
Kyoshiro Senryo : Abe
Gen-An Shiranui : Oh!Butch
Earthquake : Oh!Butch
Yubei Yagyu : Abe
Charlotte : Abe
Genjuro Kibagami : Oh!Butch
Cham Cham : Abe
Neinhalt Sieger : Oh!Butch
Nicotine Caffeine : Oh!Butch
Rashoujin Mizuki : Oh!Butch, Abe
Kuroko : Oh!Butch
* Voice actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Hanzo Hattori : Toshimitsu Arai
Galford : Kazuhiro Inage
Wan-Fu : Toshikazu Nishimura
Ukyo Tachibana : Eiji Yano
Kyoshiro Senryo : Monster Maetsuka (as Atsushi Maezuka)
Gen-An Shiranui : Eiji Yano
Earthquake : Masaki Usui
Yubei Yagyu : Kiyoshi Kobayashi
Charlotte : Harumi Ikoma
Genjuro Kibagami : Kong Kuwata
Cham Cham : Reiko Chiba
Paku Paku : Kenji Ikeda
Neinhalt Sieger : Kong Kuwata
Nicotine Caffeine : Monster Maetsuka (as Atsushi Maezuka)
Rashoujin Mizuki : Harumi Ikoma
Kuroko : Toshikazu Nishimura
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 02, 1994; "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGH-063]")
[US] SNK Neo-Geo AES (Dec. 02, 1994; "Samurai Shodown II [Model NGH-063]")
[JP] SNK Neo-Geo CD (Dec. 15, 1994; "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGCD-063]")
[US] SNK Neo-Geo CD (Dec. 15, 1994; "Samurai Shodown II [Model NGCD-063E]")
[JP] Sony PlayStation (Mar. 26, 1998; "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]")
[JP] Sony PS2 (jul.24, 2008 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]")
Nintendo Wii [Virtual Console] [JP] (jul.23, 2008 "Shin Samurai Spirits - Haohmaru Jigoku Hen [Model EAEJ]")
[JP] Nintendo Wii (jul.24, 2008 "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]")
Nintendo Wii [Virtual Console] [EU] (Aug. 07, 2008 "Samurai Shodown II [Model EAEP]")
Nintendo Wii [Virtual Console] [US] (Aug. 25, 2008 "Samurai Shodown II [Model EAEE]")
[JP] Sony PS2 (june.18, 2009 "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")
* HANDHELDS:
SNK Neo-Geo Pocket Color [US] (Apr. 30, 1999) "Samurai Shodown! 2 [Model NEOP00301]"
SNK Neo-Geo Pocket Color [JP] (june.10, 1999) "Samurai Spirits! 2 [Model NEOP00300]"
SNK Neo-Geo Pocket Color [JP] (june.20, 2000) "Samurai Spirits! 2 [NGP Best Collection] [Model NEOP00307]"
* COMPUTERS:
PC [MS Windows 9x] [JP] (1996) "Shin Samurai Spirits - Haohmaru Jigoku Hen"
PC [MS Windows 9x] [US] (2000) "Samurai Shodown II"
- SOURCES -
Game's ROM.
Machine's picture (bossyman15)
Accepted [+] [X] Raiden Fighters Jet Update submitted by XtC
Raiden Fighters Jet (c) 1998 Seibu Kaihatsu.
The third in the Raiden Fighters series. This opus retains the same intensity and manic gameplay as its predecessors, while introducing several new mechanics. The game contains Normal, Special, and Expert game modes.
The soundtrack consists of fast-paced rave and techno music in a departure from the more melodic pop orientated style of the original Raiden game series.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] BOMB
- TRIVIA -
Raiden Fighters Jet was released in August 1998.
In Greek mythology, Ixion was king of the Lapiths, the most ancient tribe of Thessaly, and a son of Ares or Antion or the notorious evildoer Phlegyas. Raiden Fighters Jet pays homage to a boss from "Raiden II" and recycles several bosses from previous games in the series.
Level 01's boss is a machine that resembles the twin walkers bosses in Stage 1 of "Raiden II". The Raiden Fighters Jet machine has 4 legs as well, but are completely immobile and act as struts for swiveling treads that provide the machine locomotion.
Level 10's boss is the flying boat in the Train Yard stage of the original "Raiden Fighters".
Level 20's boss is similar to the forest stage giant tank boss from the first "Raiden fighters".
Hummingbird XB-3, the boss of the Bomber Squadron stage in "Raiden Fighters 2", makes an appearance in Level 35 as a mid-boss.
Level 35's final boss is the gigantic flying fortress from the end of Mission 2 in the original "Raiden Fighters".
Level 50's first mid-boss in the giant hover tank from the second stage of "Raiden fighters 2".
Level 50's second mid-boss is the giant tank boss from the Forest Stage of the first "Raiden Fighters".
Level 50's final boss is Red Eye, the true final boss from "Raiden Fighters 2". However it says B-7 instead of XB-7, suggesting it is the production model of the Red Eye in "Raiden Fighters 2".
Phase 1's boss is based on the helicopter boss from the first "Raiden Fighters" with a more difficult attack pattern.
- UPDATES -
A '2000' version was released in 2000 and runs on cheaper hardware with inferior sound.
- TIPS AND TRICKS -
* Secret Characters : In title screen after inserted a credit, hold BOMB button then press START Button. You can select 'Slave' or 'Fairy' in character selection screen.
* Special Mode : In test mode, turn 'Special Mode' item ON. You can select Normal or Special game mode before character selection screen.
* Hidden Miclus / Fairy locations : Scattered throughout the game are hidden 'Miclus' icons, which will dispense many medals when shot. In order to make a Miclus appear, hover over the following spots with minimal movement until the Miclus crawls out from under that spot, where it can then be shot.
Also, there are hidden Fairy objects, which will appear after certain conditions are met. Grab them for points, but beware as they can be killed if shot.
Miclus locations are as follows :
Level 5 : There are a total of 3 Micluses in this level. There are 3 large, circular cannon-turrets throughout the level. Hover over each turret.
Level 15 : Hover over the small, circular bush, which is about the size of your plane. It's on the left side of the screen after crossing the watery area.
Fairy locations are as follows :
Level 5 : Near the end of the level, there is a large, silver, metal object in the middle of the screen running vertically along the railroad tracks. The top of the object is a suspended metal bar that runs from left to right. Hover above the left side of the bar, then fly back and forth in a straight line from one end of the bar to the other. It should blow up, revealing many Fairies.
Level 15 : From the beginning of the level, get a 'Quick Shot!' bonus on every medium-sized plane that you see by destroying them before they have a chance to fire. A Fairy will appear.
Level 15 : Before the boss appears, do not shoot any small tanks. Two small tanks will drive into the boss's path, where they will be run over to reveal two Fairies.
* Get over 30,000,000 points before the level 40 mission to reach the real last stages of the game.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2007)
11. Raiden V (2016, XBOX One)
- STAFF -
Program: T. Saito, M. Ishikawa, I .Doi
Design: S. Sayo, T. Saito
Object Art: T. Sasaki, K. Morino, T. Hatsuse, Y. Gouma, Y. Fukuyama, N. Ohzeki, N. Matsushita
Music: Yasuhiro Hashimoto
- PORTS -
* CONSOLES:
Microsoft XBOX360 (2008) "Raiden Fighters Aces"
* OTHERS:
Google Play (dec.2012) "Raiden Legacy"
Apple App Store (dec.2012) "Raiden Legacy"
- SOURCES -
Game's manuals.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Raiden Fighters 2 - Operation Hell Dive Update submitted by XtC
Raiden Fighters 2 - Operation Hell Dive (c) 1997 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Raiden Fighters 2 Operation Hell Dive was released in November 1997.
A '2000' version was released in 2000 called "Raiden Fighters 2 - 2000 Operation Hell Dive".
- TIPS AND TRICKS -
* Play As Aegis II-C : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Aegis IV.
3) Hold joystick to the Up and press Fire.
* Play As Blue Javelin : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Down and press Fire.
* Play As Dark Sword : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?) and press Fire.
* Play As Fairy : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
3) Move to Random (?).
4) Hold joystick to the Downright and press Fire.
* Play As Fairy (Alternate Method) : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to Miclus and press Fire.
* Play As Judge Spear : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold Joystick to the Down and press Start.
* Play As Miclus : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Downright and press Fire.
* Play as Raiden MK-II : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold joystick to the Right and press Start.
* Play As Raiden MK-II Beta : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Right and press Fire.
* Play As Slave : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to any plane (except Miclus) and press Fire and Bomb together.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2007)
11. Raiden V (2016, XBOX One)
- STAFF -
Program : T. Saitoh, N. Idesawa, K. Terasaka, M. Ishikawa
Design by : Showichi Yano, T. Saitoh,
Object art : N. Machino, T. Sasaki, T. Hatsuse, K. Morino, H. Okumura, N. Kato
Scroll art : C. Takahashi, K. Muto, T. Honda
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Produced by : Hitoshi Hamada, S. Mori
Directed by : Showichi Yano
- PORTS -
* CONSOLES:
Microsoft XBOX360 (2008) "Raiden Fighters Aces"
* OTHERS:
Google Play (dec.2012) "Raiden Legacy"
Apple App Store (dec.2012) "Raiden Legacy"
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Raiden Update submitted by XtC
雷電 (c) 1990 Seibu Kaihatsu.
(Raiden)
In the year 2090, Earth has suddenly become the target of deranged aliens. Following the invasion, a new cutting-edge weapon, the Raiden Supersonic Attack Fighter, based on the destroyed alien craft, is created for humanity's hope for survival.
- TECHNICAL -
Main CPU : (2x) V30 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 OPL2 (@ 3.579545 Mhz), OKI MSM6295 ADPCM (@ 1MHz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Raiden was released in April 1990.
The title of this game translates from Japanese as 'Thunder and Lightning'.
Raiden is the name of a Japanese WWI Fighter, the Mitsubishi J2M Raiden.
Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990.
- TIPS AND TRICKS -
* Items list:
- Red beacon: Gives the Vulcan firepower to the player who obtains it.
- Blue beacon: Gives the Laser firepower to the player who obtains it.
- M: Gives the Nuclear missile sub-weapon to the player who obtains it.
- H: Gives the Homing missile sub-weapon to the player who obtains it.
- 1-UP: Gives the player who obtains it an extra life stock.
- P: Maximizes the players current weapon sets to full power.
- B: Increases bomb stock by one.
- Medal: Gives a score of 300 points.
- Miclus: Seibu Kaihatsu's dragon mascot appears in Raiden and it's series, giving a score of 3,000.
- Fairy: A small humanoid creature that gives whoever obtains it 10,000 points and restores your powers once if you loose one life.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2007)
11. Raiden V (2016, XBOX One)
- STAFF -
Producer : Hitoshi Hamada (H. Hamada)
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Programmers : K. Kondo, Tetsuya Kawaguchi (T. Kawaguchi), S. Mori
Graphic design : T. Wada, M. Komazawa, T. Matsuzawa, H. Matsuo
Music & SFX : Akira Satoh (A. Sato)
Hardware design : Y. Segawa
- PORTS -
* CONSOLES:
NEC PC-Engine (1991)
Sega Mega Drive (1991) "Raiden Trad"
Nintendo Super Famicom (1991) "Raiden Densetsu"
Nintendo Super Famicom (1992) "Raiden Trad"
PC Engine Super CD-ROM (04/1992) "Super Raiden"
Atari Jaguar (1994)
Sony PlayStation (1995) "The Raiden Project"
Atari Lynx (1997)
Sony PlayStation (2002) "MajorWave Series"
* COMPUTERS:
FM Towns PC (1991) "Raiden Densetsu"
PC [MS-DOS, CD-ROM]
* OTHERS:
Google Play (dec.2012) "Raiden Legacy"
Apple App Store (dec.2012) "Raiden Legacy"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Queen of the Nile Update submitted by XtC
Queen of the Nile (c) 1997 Aristocrat.
A 5-reel video slot machine with an Egyptian theme.
- TECHNICAL -
Aristocrat MK5 hardware. Also released on MK6 and MK7 hardware.
Game has 14 buttons.
Button panel, NSW 180 credit version :
Bet buttons : 1, 2, 5, 10, 20 credits per line
Line buttons : 1, 3, 5, 7, 9 lines
Extra buttons : Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 2, 10 and 20 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 9 line buttons are used for red/black double up.
Button panel, NSW 500 credit version :
Bet buttons : 1, 5, 10, 20, 25 credits per line
Line buttons : 1, 5, 10, 15, 20 lines
Extra buttons : Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 5, 20 and 25 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.
Button panel, New Zealand 45 credit version :
Bet buttons : 1, 2, 3, 4, 5 credits per line
Line buttons : 1, 3, 5, 7/Autoplay, 9 lines
Extra buttons : Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 2, 4 and 5 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 9 line buttons are used for red/black double up. An Autoplay button (green) replaces the Play 7 Lines button if Autoplay is enabled.
Button panel, Peru 90 credit version :
Bet buttons : 1, 2, 3, 5, 10 credits per line
Line buttons : 1, 3, 5, 7, 9 lines
Extra buttons : Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 2, 5 and 10 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 9 line buttons are used for red/black double up.
Button panel, Victorian 100 credit version :
Bet buttons : 1, 2, 3, 4, 5 credits per line
Line buttons : 1, 5, 10, 15, 20 lines
Extra buttons : Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 2, 4 and 5 credit buttons are also used for Heart, Diamond, Club and Spade gamble respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.
Button panel, USA 90 credit version :
Line buttons : 1, 3, 5, 7, 9 lines (red)
Bet buttons : 1, 2, 3, 5, 10 credits per line
Extra buttons : Cashout (yellow), Service (red), Gamble (green) and Take Win (purple)
1 and 10 credit buttons are used for red/black double up (if applicable). Play 7 Lines is also used for the Start Feature button.
Button panel, USA 200 credit version :
Line buttons : 1, 5, 10, 15, 20 lines (red)
Bet buttons : 1, 2, 3, 5, 10 credits per line
Extra buttons : Cashout (yellow), Service (red), Gamble (green) and Take Win (purple)
1 and 10 credit buttons are used for red/black double up (if applicable). Play 15 Lines is also used for the Start Feature button.
- TRIVIA -
Queen of the Nile was released in May 1997.
Graphically identical to "Golden Pyramids", this game boasts "new" better sounding music which was used for every MKV game since.
This game is said to be the most popular game made by Aristocrat.
The MK5 casino versions have a graphical bug where the wrong reel background is used when a Beetle, Flower or Eye is flashing, which causes the background dust to be in the wrong position when the symbols flash.
- SCORING -
All pays are left to right except scattered Pyramids which pay any.
Cleopatra substitutes for all symbols except Pyramid and doubles the prize when substituting.
Paytable (standard version) :
Cleopatra : 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Beetle : 3 = 15, 4 = 100, 5 = 400
Eye : 3 = 10, 4 = 75, 5 = 250
Flower: 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400
Paytable (French version, bet 1-8 credits) :
Cleopatra : 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 750
Beetle : 3 = 15, 4 = 100, 5 = 400
Eye : 3 = 10, 4 = 75, 5 = 250
Flower: 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400
Paytable (French version, bet 9-27 credits) :
Cleopatra : 2 = 10, 3 = 200, 4 = 2000, 5 = 10000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 800
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 800
Beetle : 3 = 15, 4 = 100, 5 = 500
Eye : 3 = 10, 4 = 75, 5 = 350
Flower: 3 = 10, 4 = 50, 5 = 350
Ace : 3 = 10, 4 = 50, 5 = 175
King : 3 = 5, 4 = 50, 5 = 125
Queen : 3 = 5, 4 = 25, 5 = 125
Jack : 3 = 5, 4 = 25, 5 = 125
Ten : 3 = 5, 4 = 25, 5 = 125
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 125
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400
Paytable (New Zealand version) :
Cleopatra : 2 = 10, 3 = 200, 4 = 500, 5 = 1000
Statue : 2 = 2, 3 = 25, 4 = 100, 5 = 250
Bracelet : 2 = 2, 3 = 25, 4 = 100, 5 = 250
Beetle : 3 = 15, 4 = 100, 5 = 200
Eye : 3 = 10, 4 = 75, 5 = 150
Flower: 3 = 10, 4 = 50, 5 = 150
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 200
Paytable (USA version) :
Cleopatra : 2 = 10, 3 = 150, 4 = 1500, 5 = 3000
Statue : 2 = 2, 3 = 25, 4 = 150, 5 = 1500
Bracelet : 2 = 2, 3 = 15, 4 = 100, 5 = 750
Beetle : 3 = 15, 4 = 75, 5 = 375
Eye : 3 = 10, 4 = 75, 5 = 250
Flower: 3 = 10, 4 = 50, 5 = 200
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 40, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Pyramid : 2 = 2, 3 = 5, 4 = 20, 5 = 400
- TIPS AND TRICKS -
WIN 15 FREE GAMES : 15 free games are won with 3x, 4x or 5x scattered Pyramids. All prizes are tripled during the free games. Free games can be won again during the feature. Bets stakes and lines played are the same as the game that started the feature.
- SERIES -
1) Dolphin Treasure (1996)
2) Beyond the Reef (1997)
3) Golden Pyramids (1997)
4) Queen of the Nile (1997)
5) Adonis (1998)
6) Flame of Olympus (1998)
7) Geisha (2000)
8) Torch of the Gods (2001)
9) Queen of the Nile Special Edition (2002)
10) Golden Pyramids Special Edition (2002)
11) Geisha [Power Pay] (2008)
12) Love on the Nile (2011)
13) Dolphin Treasure Legends (2012)
14) Queen of the Nile Legends (2013)
15) Geisha Legends (2013)
- PORTS -
* OTHERS:
Online slot (2012) "Queen of the Nile"
- SOURCES -
Slot's ROM.
Slot's picture.
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route:
The fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message:
Right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Sega Ages: Out Run [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004) "Sega Ages 2500 Vol.13: Out Run [Model SLPM-62447]"
Microsoft Xbox (2004) "OutRun 2" : as an unlockable
Nintendo Switch (Jan. 09, 2019) "SEGA AGES Out Run"
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21 1988) "Out Run"
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999) "Sega Smash Pack"
* OTHERS:
LCD tabletop [large] (1989) released by Tiger Electronics: 5 different races.
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Metal Slug 3 [Model NGM-256] Update submitted by XtC
Metal Slug 3 (c) 2000 SNK.
The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures.
Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humour. Another effect is the now infamous 'Zombiefication'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-256
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug 3 was released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem.
Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorous plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.
A hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry
Wizard : Andy
Enemy's brain : Aba
Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.01, 2000; "Metal Slug 3 [Model NGH-256]")
[JP] Sony PS2 (june.17, 2003; "Metal Slug 3 [Model SLPS-25209]")
[JP] Microsoft XBOX (june.24, 2004; "Metal Slug 3 [Model DP5-00001]")
[JP] Sony PS2 (Nov. 18, 2004; "Metal Slug 3 [SNK Best Collection] [Model SLPS-25428]")
[JP] Sony PSP (Feb. 22, 2006; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC DVD-ROM (2009, "Metal Slug Collection PC")
* OTHERS:
Google Play (2012) "Metal Slug 3"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Marble Madness Update submitted by XtC
Marble Madness (c) 1984 Atari Games Corporation.
Marble Madness is an abstract maze game for one or two players. The game's goal is to guide a small glass marble over a three-dimensional maze and reach the finish line before the level's timer has expired. Any seconds that remain on the timer when the finish line is crossed are carried over to the next level.
As well as having to negotiate the marble over treacherous walkways and ramps, numerous obstacles and unfriendly creatures will try to slow the marble's progress or knock it over the edge of a platform, wasting yet more precious seconds until a replacement marble appears. The two-player game has players competing to reach the goal first.
Marble Madness features six different mazes. The race names are:
1. Practice
2. Beginner
3. Intermediate
4. Aerial
5. Silly
6. Ultimate
- TECHNICAL -
Game ID : 136033
Runs on the "Atari System 1" hardware.
Players : 2
Control : trackball
- TRIVIA -
Marble Madness was released in December 1984.
Marble Madness was the first game to run on the new Atari System 1 hardware and was the perfect showcase for Atari to demonstrate the technical superiority of its new arcade architecture. It was also the first game to feature such impressive and cleanly rendered pseudo 3-D Graphics. The original design brief called for the trackball to be motorized and synchronize its spin with that of the marble, to simulate inertia.
Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. He then taught himself how to program in assembly language before joining Atari, so he found it very easy to settle in at Atari.
3,270 units were produced. The original selling price was $1,795.
Marble Madness was the first game to feature true stereo sound; it was the first game to truly capitalize on what in-game music could offer the player, with each level having its own distinctive, and suspense building soundtrack. Marble Madness was also one of the few games of the time to have a definite goal, in that the game ends when all levels are completed.
Default highscore table (TROUBLEMAKERS) :
#1 C R 14,500
#2 UFO 14,000
#3 GJL 13,500
#4 SKP 13,000
#5 PCT 12,500
#6 PTR 12,000
#7 JDH 11,500
#8 DAT 11,000
#9 JFS 10,500
#10 DAR 10,000
Stan Szczepanski holds the official record for this game with 187,880 points.
A sequel to this classic game, entitled "Marble Madness 2 - Marble Man" was fully developed and a very small number of cabinets were built, but unfortunately the game was never released. Unlike the first game's superb trackball control, 'Marble Man' was controlled via a joystick.
- SCORING -
Moving the marble : 10 points per unit
Taking a jump (Practice race only) : 3,000 to 6,000 points
Killing Black Steelie : 1,000 points
Going through a tunnel or tube : 2,000 or 4,000 points
Rolling over an enemy (Silly race only) : 500 points + 3 seconds of time
Finishing a race : race number x 1,000 points
Finishing a race : seconds remaining x 100 points
Finishing the game : 20,000 points + 1,000 points per second remaining
Finishing the game : -1,000 point penalty for every death during the game.
- TIPS AND TRICKS -
* Hints:
1) Anticipate your next move and start the Trak-Ball rolling in that direction ahead of time.
2) Complete each raceway as fast as possible because extra seconds mean extra points, and the extra time from one raceway is carried over to the next raceway
3) Try to maneuver around the Black Steelie, or try to bump him off a cliff to get rid of him permanently.
4) Move quickly to avoid being swallowed by the green Marble Munchers.
5) Watch for patterns, and time your movements right to pass by difficult obstacles.
6) Some raceways have alternate paths, so explore a bit and you may find an easier way to reach the goal. Bonus points are given for paths which are more difficult.
* Cancel The Timer: Begin a game and then hold down either 1 or 2 player Start and press service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.
* When playing with 2 players, the winner of each level gets a bonus 5 seconds. If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).
* This isn't really a trick, but some people don't realize it: On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.
- SERIES -
1. Marble Madness (1984)
2. Marble Man - Marble Madness II (1991)
- STAFF -
Designer & Graphics Programmer: Mark Cerny
Game Programmer: Bob Flanagan
Animator: Sam Comstock
Sound Design: Hal Canon, Brad Fuller
Hardware Design: Sam Ly (S Ly), Jed Margolin (J Margolin), Don Paauw (D Paauw), Doug Snyder (D Snyder)
System Support: Chris Downend (C Downend), Morgan Hoff (M Hoff), Jack Ritter (J Ritter)
Software Support: Mike Albaugh (M Albaugh), Mike Mahar (M Mahar), Rich Moore (R Moore)
Hardware Support: Juan Castillo (J Castillo), Erik Durfey (E Durfey), Patrick McCarthy (P McCarthy), Minh Nguyen (N Minh)
- PORTS -
* CONSOLES:
Atari 7800 [unreleased prototype]
[EU] Nintendo NES [AU] (1989)
[US] Nintendo NES (mar.1989) "Marble Madness [Model NES-MV]"
[EU] Sega Master System (1992) "Marble Madness [Model 27024]"
[US] Sega Genesis (1993)
[EU] Sega Mega Drive (1993)
[JP] Sega Mega Drive (aug.13, 1993) "Marble Madness [Model T-48113]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[US] Nintendo Game Boy (may.1991) "Marble Madness [Model DMG-MB-USA]"
Sega Game Gear [US] (1992) "Marble Madness [Model T-48058]"
[EU] Sega Game Gear (1992) "Marble Madness [Model T-48058-50]"
[EU] Nintendo Game Boy (may.21, 1992) "Marble Madness [Model DMG-MB-NOE]"
Nintendo Game Boy Color [US] (dec.1999) "Marble Madness [Model CGB-ANNE-USA]"
Nintendo Game Boy Color [EU] (mar.13, 2000) "Marble Madness [Model CGB-ANNE-USA]"
[US] Nintendo GBA (aug.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
Tandy Color Computer [US] (1985) "Marble Maze"
Atari ST [US] (1986)
PC [Booter] [US] (1986)
[US] Commodore C64 [EU] (1986)
[US] Apple II (1986)
[EU] Amstrad CPC (1986)
Commodore Amiga [US] [EU] (1986)
[EU] Sinclair ZX Spectrum (1987)
PC [MS-DOS] [US] (1987)
[JP] Sharp X68000 (mar.15, 1991)
FM Towns PC [JP] (1991)
[JP] NEC PC-9801 (1991) "Marble Madness"
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
LCD handheld game [US] (1989) released by Tiger Electronics.
Mobile Phones [US] (sept.2004)
BlackBerry [US] (nov.12, 2009) [Model 4315]
Windows Mobile [US] (feb.1, 2010)
Apple iPhone/iPod [US] (apr.23, 2010) [Model 367932500]
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Mahjong Yoshimoto Gekijou Update submitted by XtC
Mahjong Yoshimoto Gekijou (c) 1994 Nichibutsu.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC
Players : 2
- TRIVIA -
Released in May 1994 in Japan.
The title of this game translates from Japanese as 'Mahjong Yoshimoto Theater'.
Yoshimoto Kogyo is a major Japanese entertainment conglomerate, with its headquarters based in Osaka. It was founded in 1912 as a traditional theatre, and has since grown to be one of the most influential companies in Japan, employing most of Japan's popular owarai (comedy) talent, producing and promoting the shows they appear in, and even maintaining its own amusement park.
- STAFF -
Developed in cooperation with Yoshimoto Kogyo.
- PORTS -
* CONSOLES:
Nintendo Game Boy (1994) "Nichibutsu Mahjong Yoshimoto Gekijou"
Nintendo Super Famicom (1994) "Super Nichibutsu Mahjong 3 - Yoshimoto Gekijou Hen"
- SOURCES -
Game's ROM.
Accepted [+] [X] Killer Instinct Update submitted by XtC
Killer Instinct (c) 1994 Midway Mfg. Co.
10 genetically engineered fighters engage in 1-on-1 combat in a tournament arranged by the sinister 'Ultratech', the organization behind the genetic creation of the fighters. The tournament soon turns into a battle for survival.
Each player starts the game with 2 energy bars, which represent the amount of health each player has for the entire game. Once the first bar is depleted, the player falls, gets up and starts to use the second energy bar. A voice will subsequently announce either 'Round Two' or 'Killer Instinct!'. The player who wins the first round gets to keep their remaining energy, and still has the second bar to use in future fights. This gives an advantage to the player who wins the first round.
Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's "Mortal Kombat" Series.
- TECHNICAL -
Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen Orientation : Horizontal
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] QP, [2] MP, [3] FP
=> [4] QK, [5] MK, [6] FK
- TRIVIA -
Killer Instinct was released in October 1994. Manufactured & sold by Midway, under license from Nintendo. Developed by Rare.
This is the first arcade game to use a hard disk drive for mass storage. Killer Instinct's superbly-rendered graphics were considered to be among the finest of their day. The entire game was pre-rendered using SGI computers (Silicon Graphics Incorporated). In addition to this, the backgrounds themselves were pre-rendered as a 'movie', which simply adjusted frames based on your current location. Killer Instinct was the first game to feature 'auto-combos'.
Jago is considered as Killer Instinct's version of Street Fighter's Ryu.
The Glacius character design is rumoured to be influenced by the T-1000 from the Hollywood film 'Terminator 2'.
The character Sabrewulf appears as an enemy in the game 'Sabre Wulf', released by Rare (known at the time as "Ultimate Play the Game) on a variety of home computers during the 1980s, and later resurrected for the Nintendo Game Boy Advance.
"Cruis'n USA" and Killer Instinct were both released as public previews for the then upcoming 'Nintendo Ultra 64' console (later renamed the 'Nintendo 64'). Killer Instinct was the first game to be ported to a home console; NOT to the Nintendo 64, as intended, but to the Nintendo Super NES. This was due to the Nintendo 64's development falling severely behind schedule. Only "Cruis'n USA" would actually appear on the Nintendo 64.
The Nintendo 64's hardware is totally different - and vastly inferior to - the arcade hardware that drove 'Cruis'n USA' and 'Killer Instinct' (which, incidentally, were also different from each OTHER). In the end, neither game actually represented what the Nintendo 64 console was actually capable of and the home conversions were generally considered to be a severe disappointment.
Brad Russell holds the official record for this game with 477,250 points.
Nintendo/Rare released a limited-edition soundtrack album for this game (Killer Cuts - 1948-1-1 HMG) on 1995. Besides being sold separately, the soundtrack was bundled with the initial release of the Nintendo Super Famicom version of the game in limited quantity.
A Killer instinct unit appears in the 2002 movie 'Comic Book Villains'.
- UPDATES -
PROTOTYPE 1 :
* Software version : 4.7
REVISION 1 :
* Software version : 1.3
REVISION 2 :
* Software version : 1.4
REVISION 3 :
* Software version : 1.5d
- TIPS AND TRICKS -
* Basic Controls :
Each player's fighter is controlled using six buttons and one joystick. Anyone familiar with Capcom's 'Street Fighter' series will find KI's button layout familiar. The top row of buttons are for high attacks/punches and the bottom row are for low ones.
The buttons are :
1 = Quick Punch 2 = Middle Punch 3 = Fierce Punch
4 = Quick Kick 5 = Middle Kick 6 = Fierce Kick
Pull the joystick away from your opponent to block.
* Play as Eyedol (on the 1.5d chip) : Select CINDER and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. The selectable levels are as follows;
Mountain Temple : (Up+LP)
Dungeon : (Up+MP)
Mountain Shrine : (Up+HP)
Castle Rofftop : (Up+LK)
City Rooftop in Chicago : (Up+MK)
Desert Rooftop : (Up+HK)
Canyon : (Down+LP)
Altar : (Down+MP)
Warehouse Basement : (Down+HP)
Chicago Alleyway : (Down+LK)
Castle : (Down+MK)
Industrial Warehouse : (Down+HK)
Desert Rooftop : (Down+Start)
Sky top : Player 1 (Down MK), Player 2 (Down+MK)
Boxing Gym : ???
Eydol's Lair : ???
Tiger Shrine : ???
* Last Breath : This allows players one last chance for life, and allows them to gain enough energy to take one more hit. After the voice says 'No Mercy', the player can start rotating the joy stick and mashing the buttons. Their combatant will then get back up and start to fight again. This MUST do this before the opponent starts doing the 'No Mercy' move.
* Power Up : The Power up bar is the white flashing vertical bar that is situated in the player's health bar. This allows the fighters to unleash more devastating moves, such as the Shadow moves and Triple projectiles. The bar is usually powered up by doing a combo breaker. 'Sabrewulf' can get it by doing his Energy Howl, and Spinal can get it by obtaining skulls. If the bar is NOT flashing, then the player's gither is not powered up.
* Turbo Mode : During the 'Vs Animation', if both players hold the joystick to the RIGHT, and hold buttons 1+2+3. A 'swish' sound will play indicating that the TURBO mode is now active. It's also possible to activate the TURBO mode in the single player game, but the player must still do the stated actions on the second player controls.
* Combo Breaker : During the 'Vs Animation' (after character selection and just prior to the bout starting), if both players push DOWN and START, the announcer says 'Combo Breaker'. Combo Breakers are now much easier to achieve.
* High Scores Table : During the demo mode, press UP on both joysticks to view the high scores.
* Random Character Select : At the 'Character Select' screen, press UP while pressing START and the game will select a character at random.
* Different Coloured Outfits : Once you have chosen your chosen character (and have not pressed a button) moving the joystick UP and DOWN will allow you to change the colours of your player's outfit.
* Humiliation (Only available if you haven't lost any energy bars during the battle) :
T.J COMBO : (Stand anywhere) Down(x3), LP.
JAGO : (Stand anywhere) Forward, Downforward, Down, Downback, Back, MK.
GLACIUS : (Stand anywhere) Forward(x2), Back, LK.
SPINAL : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, HK.
ORCHID : (Stand anywhere) Forward, DownForward, Down, Downback, Back, HP.
CHIEF THUNDER : (Stand anywhere) Down(x3), Forward, LK.
FULGORE : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, MK.
CINDER : (Stand anywhere) Back(x3), HK.
SABREWULF : (Stand anywhere) Forward(x3), LP.
RIPTOR : (Stand anywhere) Down(x2), Forward(x2), HP.
* No Mercy - T.J COMBO :
1. (Stand close to opponent) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponent's neck.
2. (Stand close to opponent) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.
* No Mercy - JAGO :
1. (About 1 person-width away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.
2. (Stand anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and meditates while his eyes are glowing. Then a car falls from the sky landing on his opponent.
* No Mercy - GLACIUS :
1. (Stand 2 person-widths away) Back, DownBack, Down, Down-Forward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.
2. (Stand 1 person-width away) Forward, Down-Forward, Down, Down-Back, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.
3. (Stand 2 person-widths away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.
* No Mercy - SPINAL :
1. (Stand far from opponent) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him.
2. (Stand close to opponent) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield three times.
* No Mercy - ORCHID :
1. (Stand 1 person-width away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them.
2. (About 1 person-width away) Back, Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).
* No Mercy - CHIEF THUNDER :
1. (Stand half a screen away from opponent) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.
2. (Stand close to opponent) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.
* No Mercy - FULGORE :
1. (Stand 2 person-widths away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.
2. (Stand 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.
* No Mercy - CINDER :
1. (Stand 2 person-widths away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.
2. (Stand 2 person-widths away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.
* No Mercy - SABREWULF :
1. (Stand close to opponent) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.
2. (Stand 1 person-width away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.
* No Mercy - RIPTOR :
1. (Stand close to opponent) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting.
2. (Stand anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.
3. (Stand 2 person-widths away) Forward(x2), Back, HK - Riptor slashes the opponent with his tail.
- SERIES -
1. Killer Instinct (1994)
2. Killer Instinct 2 (1996)
3. Killer Instinct (2013, Xbox One)
- STAFF -
* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Technical programmer : Martin Hollis
3D programming : Robert Harrison
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor, Tim Stamper
Additional graphics : Dave Child, Adrian Smith, Carl Tilley, Keri Gunn
Music and sound : Robin Beanland, Greame Norgate
Hardware design : Chris Stamper, Pete Cox
Character voices : Chris Sutherland, Dave Child, Ken Lobb, Dean Smith, Louise Stamper
Motion capture actors : Kevin Bayliss, Simon Farmer, Louise Stamper, Dean Smith
Motion capture set up : Chris Tilston, Kevin Bayliss, Simon Farmer
Game desin : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional Design : Ken Lobb
* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault
Hardware : Cary Mednick, Steve Norris, Pat Cox, John Lowes, Mike Lynch
Mechanical : Matt Davis, Ray Czajka
Sound : Matt Booty, Ed Keenan
Cabinet graphics : Nik Ehrlich
- PORTS -
* CONSOLES:
Nintendo Super Famicom (1995)
Nintendo Game Boy (1995)
Xbox One (2013) "Killer Instinct: Ultra Edition" : Includes Killer Instinct Classic
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Image Fight Update submitted by XtC
Image Fight (c) 1988 Irem.
Image Fight is a vertically scrolling shoot-em-up with an original premise. The game's first five stages are supposed to be a 'simulation' and serve as training to test the player's abilities. Player's will receive a penalty if their hit-ratio is too low.
Once players have proved themselves on the opening stages, they will progress to the game's last three stages, blasting off into space on a mission to destroy the alien vegetation surrounding the Moon's main computer. If the player fails in the mission, they must endure the dreaded 'Penalty Zone'. Features a high level of challenge, a wide variety of weapons and the ability to change speed.
If the player's ship is equipped with one or more red/blue extra guns, pushing both Action buttons simultaneously will sling the guns forward in a boomerang-like fashion. This is a powerful and destructive method and can be done an unlimited number of times.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Image Fight was released in November 1988.
The OF-1 (the player's ship) appears as an unlockable ship in the Sony PlayStation 2 game "R*Type Final".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M Irem 1 - D28B0012) on January 21, 1989.
- TIPS AND TRICKS -
* Secret Invincibility :
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 2-Button 2 (Speed Change button).
3) You will be able to start a game with invincibility.
- SERIES -
1. Image Fight (1988, ARC)
2. Image Fight II - Operation Deepstriker [Model ICCD2002] (1991, PCE CD)
- STAFF -
Sound composer: Masato Ishizaki (Sclap)
Staff from default highscore table: Abiko, Ayako, Nabe, Syu. S, Ohig, Momoko, Kosas, Akio, kanae, Tarao
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (mar.16, 1990) "Image Fight [Model IF-14]"
[US] Nintendo NES (jul.1990) "Image Fight [Model NES-F9-USA]"
[JP] NEC PC-Engine (jul.27, 1990) "Image Fight [Model IC02003]"
[JP] Sony PlayStation (mar.19, 1998) "Image Fight & X-Multiply [Model SLPS-01267]"
[JP] Sega Saturn (aug.20, 1998) "Image Fight & X-Multiply [Model T-26110G]"
* COMPUTERS:
FM Towns [JP] (1990) "Image Fight"
[JP] Sharp X68000 (dec.14, 1990) "Image Fight [Model IX68-02]"
PC [MS Windows, Online] [EU] (dec.9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (aug.21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (nov.2, 2013) "IREM Arcade Hits" by Plug In Digital
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Guzzler Update submitted by XtC
Guzzler (c) 1983 Tehkan.
Each level is a maze of varying openness. Monsters spawn from colorful fires that must be extinguished to complete the level. The character can attack with three blasts of liquid before becoming empty. With each blast of liquid, the character moves faster and gets closer to being an empty outline with pink shoes. When empty the character is a shell of a sprite, but can move more quickly. Liquid is replenished by drinking (guzzling) from puddles. Occasionally, an alcoholic beverage will appear in the center of the screen. If the player picks up this beverage, liquid supply fills to maximum and the fires temporarily freeze.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Guzzler was released in April 1983.
This game is very unique in that it depicts the hero of the story as a drunkard who's the shame of the family (look at some of the cut scenes) yet is able to put out fires (by puking? no less). It wasn't until the early 1990's when the fighting games would include a fighter who drinks as part of his repertoire.
Massimo Gaspari holds the official record for this game with 3,049,590 points.
- SCORING -
1 Fireball : 200 points
2 Fireballs : 400 points
3 Fireballs : 800 points
1 Fire : 1,000 points
1 Fire and 1 Fireball : 2,000 points
1 Fire and 2 Fireballs : 4,000 points
Bonus at end of round.
Above scores double when 'GUZZLER' letters on bottom are lit. See 'Tips and Tricks' for how to do this.
There's also 10 points given for every few seconds survived.
- TIPS AND TRICKS -
If you want to double your scores at the end of the round (and your bonus as well) be sure to light the 'GUZZLER' letters on the bottom of the screen. The way you do this is to hit one of the fireballs (or a fire that becomes like a fireball) in each row when the letter is highlighted (red border around the letter).
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1983) "Guzzler"
* COMPUTERS:
MSX
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Frisky Tom [Model FTA1001] Update submitted by XtC
Frisky Tom (c) 1981 Nichibutsu [Nihon Bussan Company, Limited.].
You play the plumber Frisky Tom who is trying to get water from the top tank to a shower tank below. Mice interfere with your plans by stealing pipes blowing-up pipes and by biting Tom. If Tom fills enough water the shower tank, he advances to the next level. Depending upon how much water is in the tank, a woman in a bath tub will appear as an interlude between levels.
- TECHNICAL -
Upright model # FTA1001
CRT: 20 inch.
Width: 600 mm.
Depth: 690 mm.
Height: 1625 mm.
Power source: 100V~240V/110W
Main CPU : Zilog Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz), DAC
Players : 2
Control : 4-way joystick
- TRIVIA -
Frisky Tom was released in October 1981. Nichibutsu never released the old version in the U.S. for unknown reasons, although one could guess one of them. Perhaps it was the naked woman in the bath tub in which as you advanced in the game, bubbles would be washed away revealing her breasts?? Probably didn't go over too well with the U.S. arcade owners in the early 80's.
When the game was released, the service manual that came with the original cabinet described the old version (set 2) of game play. That didn't help arcade owners much because it didn't match the system they received. The game wasn't very popular so there were few complaints.
The flyer reads 'Nichibutsu original custom C.P.U. was used for the first time in video games'.
Cast of Characters :
FRISKY TOM
BOMB - When the bomb explodes, you lose a life.
MOLAR Mouse (Orange) - 50 points awarded if bumped by Tom.
PYRO Mouse (Pink) - Lights the bomb fuse.
MEAN Mouse (Blue) - If Tom runs into this mouse he will fall...so stay away!.
MEGATON Mouse (Violet) - Mouse who plants the bomb.
KLEPTO Mouse (Green) - Mouse who takes or carries away pieces of pipe.
- UPDATES -
Two Different Frisky Tom Games ?
The new version (set 1) differs from the old version (set 2) and has a tremendous impact on game play and strategy. In addition to the differences listed in the Cast of Characters, the following are also noted :
* Frisky Toms are tracked as 'lives' in the new version while in the old version they are water tanks.
* In the new version, the bottom tank starts with 4000 points and will gradually slip to 0 if no water gets to it. A life is lost at this point (Frisky Tom). In the old version, water must be filled to maximum to not lose a life (a tank). A song will be played when the bottom tank is filled completely.
* The bomb fuse can be put out by either dropping on it from the left or all the way to the end of the screen on the right (reappear on the left side) in the new version. In the old version you can only put out the fuse on the left side. You fall just short if you move off to the right side of the screen.
* MOLAR Mouse is worth 200 points in the new version.
* MOLAR mouse can be knocked down in any position on the pipes in the new version. MOLAR mouse can only be knocked off in the old version when he is transiting up and down on a pipe.
* In the new version MEAN Mouse is red.
* In the new version MEAN Mouse will kill Tom if he touches or falls on it. MEAN mouse doesn't fall in the old version.
* KLEPTO Mouse is not in the new version
* The new version has classes of difficulty 'A', 'B' & 'C'. In the old version there are no difficulty classes.
* In the new version the lady will appear between levels every time the bottom tank has more than 1900 points. Also she wears a bikini. In the old version the lady will appear every 3 levels or so and she is naked!
* Game config is backed up by 4.5v battery in old version.
* Old version uses larger board.
- STAFF -
Frisky Tom was developed by game developer company Jorudan.
- PORTS -
* CONSOLES:
Atari 5200 (1982) : prototype was programmed but was never released
Nintendo Super Famicom (1995) "Nichibutsu Arcade Classics [Model SHVC-AACJ-JPN]"
Nintendo Game Boy (1995) "Frisky Tom [Model DMG-AFTJ-JPN]"
Sony PlayStation (1995) "Nichibutsu Arcade Classics [Model SLPS-00184]"
Sony PlayStation (2002) "Arcade Hits - Frisky Tom [Major Wave Serie] [Model SLPM-87118]"
* COMPUTERS:
X68000 (1995)
* OTHERS:
LCD Handheld Game (1982) by Bandai.
LCD Handheld Game (1982) "Pipe Line" : French release by Bandai.
VFD Handheld Game (1982) by Bandai.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Firepower Update submitted by XtC
Firepower (c) 1980 Williams.
- TECHNICAL -
Williams System 6
Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516
- TRIVIA -
Released in March 1980. This game was the first electronic multiball game, as well as the first game to feature 'Lane Change'.
17,410 units were produced.
- SERIES -
1. Firepower (1980)
2. Firepower II (1983)
- STAFF -
Designer : Steve Ritchie
Artwork : Constantino Mitchell
Software & Sounds : Eugene Jarvis
Mechanics : John Jung
- PORTS -
* CONSOLES:
Nintendo Wii (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation 2 (2008, Pinball Hall of Fame: The Williams Collection)
Sony PlayStation Portable (2008, Pinball Hall of Fame: The Williams Collection)
* OTHERS:
Google Play (2013) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Collector's Guide to Vintage Coin Machines - Richard M. Bueschel - Page 109
Accepted [+] [X] Dr. Dude [Model 2016] Update submitted by XtC
Dr. Dude (c) 1990 Midway Mfg. Co.
- TECHNICAL -
Midway System 11C
Model Number : 2016
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound Chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516
Prototype versions use the WPC-Alphanumeric system.
- TRIVIA -
Released in November 1990, 4,000 units were produced.
Dennis Nordman stated in an interview on TOPCast (23 May 2007) that this game was originally supposed to be based on 'Teenage Mutant Ninja Turtles', before Data East got the rights.
- STAFF -
Design & Concept Dude : Dennis Nordman (DEN)
Software Dude : Bill Pfutzenreuter (Pfutz)
Art, Story, & Concept Dude : Greg Freres
Music & Sounds Dude : Chris Granner (CPG)
Mechanical Dude : Tony Pugh (TP)
- PORTS -
* OTHERS:
Google Play (2013) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Machine's picture (bossyman15)
Accepted [+] [X] Donchan Puzzle Hanabi de Doon! Update submitted by XtC
Donchan Puzzle Hanabi de Doon! (c) 2003 Aruze.
A puzzle game with a fireworks theme.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Resolution : 256 X 224 - 640 X 480
Colours : 16.8 million colors
Players : 2
- TRIVIA -
Donchan Puzzle Hanabi de Doon was released in December 2003 in Japan only.
- STAFF -
Developed by Takumi.
- PORTS -
* CONSOLES:
Nintendo Game Boy Advance (2004) "Donchan Puzzle Hanabi de Doon! Advance"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.takumi-net.co.jp/products_arcade/puzzle_donchan/donchan_index.html
Accepted [+] [X] Dolphin Treasure Update submitted by XtC
Dolphin Treasure (c) 1996 Aristocrat.
A 5-reel video slot machine with an underwater theme.
- TECHNICAL -
Aristocrat MK5 hardware. This game was also released with 9 lines.
Game has 14 buttons.
Bet buttons: 1, 2, 3, 5, 10 credits per line
Line buttons: 1, 5, 10, 15, 20 lines
Extra buttons: Collect (yellow), Reserve (green), Gamble (purple) and Take Win/Start Feature (orange)
1, 2, 5 and 10 credit buttons are also used for Heart, Diamond, Club and Spade double up respectively. This gamble is x4 if correct.
1 and 20 line buttons are used for red/black double up.
- TRIVIA -
Dolphin Treasure was released in December 1996.
- SCORING -
Dolphin Sunset substitutes for all symbols except scattered Treasure and doubles the prize when substituting. Scattered Treasure pay any.
Paytable (standard version):
Dolphin Sunset: 2 = 10, 3 = 200, 4 = 2000, 5 = 9000
Seahorse: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Turtle: 2 = 2, 3 = 25, 4 = 100, 5 = 750
Starfish: 3 = 15, 4 = 100, 5 = 400
Octopus: 3 = 10, 4 = 75, 5 = 250
Fish : 3 = 10, 4 = 50, 5 = 250
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 50, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Treasure : 2 = 2, 3 = 5, 4 = 20, 5 = 400
Paytable (USA version):
Dolphin Sunset: 2 = 10, 3 = 150, 4 = 1500, 5 = 3000
Turtle: 2 = 2, 3 = 25, 4 = 150, 5 = 1500
Seahorse: 2 = 2, 3 = 15, 4 = 100, 5 = 750
Starfish: 3 = 15, 4 = 75, 5 = 375
Octopus: 3 = 10, 4 = 75, 5 = 250
Fish : 3 = 10, 4 = 50, 5 = 200
Ace : 3 = 10, 4 = 50, 5 = 125
King : 3 = 5, 4 = 40, 5 = 100
Queen : 3 = 5, 4 = 25, 5 = 100
Jack : 3 = 5, 4 = 25, 5 = 100
Ten : 3 = 5, 4 = 25, 5 = 100
Nine : 2 = 2, 3 = 5, 4 = 25, 5 = 100
Treasure : 2 = 2, 3 = 5, 4 = 20, 5 = 400
- TIPS AND TRICKS -
Feature: Spin up 3, 4 or 5 Treasure to trigger 15 free games. During the free games all wins are tripled. The free games can be won during the feature.
- SERIES -
1) Dolphin Treasure (1996)
2) Beyond the Reef (1997)
3) Golden Pyramids (1997)
4) Queen of the Nile (1997)
5) Adonis (1998)
6) Flame of Olympus (1998)
7) Geisha (2000)
8) Torch of the Gods (2001)
9) Queen of the Nile Special Edition (2002)
10) Golden Pyramids Special Edition (2002)
11) Geisha [Power Pay] (2008)
12) Love on the Nile (2011)
13) Dolphin Treasure Legends (2012)
14) Queen of the Nile Legends (2013)
15) Geisha Legends (2013)
- PORTS -
* OTHERS:
Online slot (2012) "Dolphin Treasure"
- SOURCES -
Slot's ROM.
Slot's picture.
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]"
Atari 2600 [EU] (1984) "Crystal Castles [Model CX26110P]"
Atari 2600 [EU] (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:
BBC Micro [EU] (1983)
[US] Apple II (1983)
Tandy Color Computer [US] (1984)
[US] Commodore C64 [EU] (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"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Mark Alpiger (MDA); http://www.classicarcadegaming.com/games/cc/index.htm
Accepted [+] [X] Galaxian Update submitted by Arcadehero
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip: This is the name of the ship which you control at the bottom of the screen.
Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator and discrete circuits
Players: 2
Control: 2-way Joystick
Buttons: 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons: 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released on October 31, 1979 in Japan.
While it is often cited as "the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color," this is inaccurate. It did have multi-color objects, that combined with animation was significant, but Taito had done this earlier with Super Speed Race - which Midway licensed and launched a month before they produced Galaxian. Home consoles already supported full color graphics prior to Galaxian's release (See the 1978 release of Superman on the Atari 2600 as an example of a multi-color object; Or the 1979 release of Basketball on the Atari 400/800) as did various other arcade games that used full color. These may have not been as detailed as Galaxian but were still important: Gotcha Color by Atari (1973) had an RGB color circuit; There was Wimbeldon by Nutting Associates (1973); Car Polo, Star Fire and Fire One! by Exidy (1977~79; Fire One came out a month before Galaxian did in the States), Sea Wolf II by Midway (1978), and a few others.
Something can also be said for the iconic sounds that came from Galaxian, which players could use to identify the game before they even saw it.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet, giving patterns to the attacking aliens that made for a more dynamic and memorable challenge than Space Invaders.
* A place in video game history:
"Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape:
"Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes:
Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics:
* "Pac-Man" (1980) and "Pac-Man Plus" (1982): The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981): The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982): The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982): All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983): The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984): The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984): The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987): In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987): The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994): The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995): The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996): The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999): The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005): The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005): The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005): Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
A Namco Galaxian until appears in April Wine's concert video 'Live in London (1981)'.
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2:
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2:
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version:
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight.
Purple Galaxian: 40 points in formation, 80 points in flight.
Red Galaxian: 50 points in formation, 100 points in flight.
Flagship: 60 points in formation, 150 points in flight.
Flagship: 200 points in flight with one escort.
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts.
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts.
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom):
Flagships: 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether).
Red Galaxians (Escorts): 6 (in 1 row, directly below the flagships).
Purple Galaxians: 8 (in 1 row, directly below the red Galaxians).
Blue Galaxians: 30 (in 3 rows of 10, directly below the purple Galaxians).
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion:
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo
[JP] Apple II (1981) "Alien Typhoon" by Star Craft
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic
[EU] Commodore C64 (1983) "Galaxions" by Solar Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 by Dempa
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher)
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader", Hales release by Entex
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Axel City 2 New entry submitted by NPI_WOL
- SOURCES -
https://exa.ac/en/games/axel-city-2/?v=0f177369a3b7
Accepted [+] [X] Dynamite Bomb!! New entry submitted by NPI_WOL
- SOURCES -
https://exa.ac/en/games/dynamite-bomb/?v=0f177369a3b7
Accepted [+] [X] Tadaima Tokkunchuu New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Tadaima_Tokkunchuu
Accepted [+] [X] Zukan no Tamago New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Zukan_no_Tamago
Accepted [+] [X] Zigzag Block New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Zigzag_Block