Accepted [+] [X] Champion Pro Wrestling Update submitted by XtC
Champion Pro Wrestling (c) 1985 Sega.
Early colorfully cartoonish wrestling game with only two teams and strange gameplay.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Players : 2
Control : Joystick 2-way
Buttons : 2
- TRIVIA -
Champion Pro Wrestling was released in May 1985 in Japan.
- PORTS -
* CONSOLES:
Sega SG-1000 [JP] (1985) Champion Pro Wrestling
* COMPUTERS:
[JP] MSX (1985)
- SOURCES -
Game's ROM.
Accepted [+] [X] Sexy Parodius Update submitted by XtC
Sexy Parodius (c) 1996 Konami Company, Limited.
Sexy Parodius is a horizontally-scrolling shoot-em-up for one or two players and is the third sequel in a series originally created as a parody of Konami's own successful "Gradius" games. As with the prequels, Sexy Parodius again gives players a choice of increasingly bizarre ships to control; ranging from a sexy girl riding a missile, to a stick man on a paper aeroplane.
The game plays much the same as previous Parodius games, as well as the 'Gradius' series it sets out to parody. One new addition to the game-play is the introduction of branching paths through the game. Each level has a specific task, such as collecting the golden coins on the second level, the completion or failure of which dictates which level players will be faced with next.
In a co-operative two-player game, when certain characters are close enough, a third shot appears between them, these can either be purple shots that swirl all over the screen, hearts that home in on enemies, or rockets that shoot straight ahead. This feature was first seen in Konami's 1990 shoot-em-up, "Lightning Fighters".
The playable characters in sexy Parodius are:
* Vic Viper/Lord British
* Michael/Gabriel
* Hikaru/Akane
* Ivan/Toby
* Mambo/Samba
* Koitsu/Aitsu
* Option/Multiple
* Shooting Star/Black Viper
- TECHNICAL -
Konami GX Hardware
Main CPU : Motorola 68EC020
Sound CPU : Motorola 68000
Sound Chips : (2x) K054539
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Power Up, Fire, Missile
- TRIVIA -
Sexy Parodius was released in March 1996.
World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!).
World 3-B (do not get the 300 coins in World 2) is a hilarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!).
The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.
Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart.
The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami).
Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster.
Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben
Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami).
Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong).
Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong).
Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms.
Stage 4 music is a remix of 'Csikos Post' by Hermann Necke.
Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik.
Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong).
Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius".
Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song)
Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song).
Stage 7 music is a remix of 'El Bimbo' by Claude Morgan.
Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet.
Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart.
Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov.
Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami).
Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach.
Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky.
Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel.
Stage 9 boss music comes from "Gradius III" (1989, Konami).
Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters".
Special stage boss music is a remix of 'Fur Elise' by Beethoven.
Soundtrack releases :
Sexy Parodius / Original Game Soundtrack [King Records - KICA-7703 - May 22, 1996]
- TIPS AND TRICKS -
* Special team attack : in two-player games, get both ships close to each other in order to use a special team attack!
* Secret stage : successfully complete all stage's additional objectives in order to unlock the secret stage!
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou o Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)
- STAFF -
Programmers: Chichibinta Tsukasa, Ohji, Paiman
Character designers: Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi
Music composers: Mayuko Kageshita, Ary
Music advisers: Izumi, Sita-Ru Senoo
Sound effects: Ary
Hard designer: Yoshikazu Matsui
Product designer: Poper Takashi
Radio actors: Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima
- PORTS -
* CONSOLES:
[JP] Sega Saturn (1996) "Sexy Parodius [Model T-9514G]")
[JP] Sony PlayStation (1996) "Sexy Parodius [Model SLPM-86009]"
[JP] Sony PSP (2007) "Parodius Portable [Model ULJM-05220]"
[JP] Sony PSP (2008) "Parodius Portable [Konami the Best] [Model ULJM-05324]"
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Tokuten Oh - Honoo no Libero [Model NGM-215] Update submitted by XtC
Tokuten Oh - Honoo no Libero (c) 1996 SNK.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-215
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play, [C] Action player shift
- TRIVIA -
Tokuten Oh - Honoo no Libero was released in October 1996 in Japan.
The title translates from Japanese as 'Top Scorer - Flame of Libero'.
This game is known outside Japan as 'The Ultimate 11 - SNK Football Championship'.
- SERIES -
1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)
- STAFF -
Cast : Mr.Rod, Kuwayan, Bug Stopper, I. Etsuko, Tsubo-Tsubo, Namaan-Hiroto, YNY with Catbrow
Camera : Kentarou
Light-1 : Hiroto
Light-2 : Lemon Angeler
Chief Director : RC-31Kai
Planners : Y. Romario, I. Etsuko, Galmaster Yanya
Programmers : CC8WRX, Toppo George
Sound-Music : Tate Norio, Miki
Art director : Newsea
Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako
Sponsor : Akai
Executive producer : Takashi Nishiyama
Music composer : Chan Chakorin
Hard designer : Kucchan
Programmers : Blbon, Takako
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 20, 1996; "Tokuten Oh - Honoo no Libero [Model NGH-215]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] SVC Chaos - SNK Vs. Capcom [Model NGM-269] Update submitted by XtC
SVC Chaos - SNK Vs. Capcom (c) 2003 Playmore Corp.
A one-on-one fighting game - the collaboration between Capcom and SNK - pits seventeen well-known SNK combatants against seventeen of Capcom's most famous game characters.
'SVC Chaos' primarily utilizes the command system of the "King of Fighters" series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, however, "Capcom vs. SNK 2", SvC features no air guards and lacks a 'groove system', instead focusing on quicker game play and online competition.
Each character is equipped with a basic three-bar system for executing 'Exceeds' (special attacks), with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (For example, the player can no longer increase the damage of the 'Zujou Sashi' used by Choi Bounge by tapping the buttons).
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-269
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch [B] Weak kick [C] Strong punch [D] Strong kick
- TRIVIA -
Released in July 2003.
Here are the 17 SNK characters (plus Evil Mr Karate) and their first appearance in video games :
Athena Asamiya - "Athena"
Choi Bounge - "The King of Fighters '94"
Earthquake - "Samurai Shodown" ("Samurai Spirits" in Japan)
Iori Yagami - "The King of Fighters '95"
Kasumi Todoh - "Art of Fighting 3 - The Path of the Warrior" ("Ryuuko no Ken Gaiden" in Japan)
Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Kyo Kusanagi - "The King of Fighters '94"
Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Genjyuro Kibagami - "Samurai Shodown II" ("Samurai Spirits II" in Japan)
Goenitz - "The King of Fighters '96"
Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Mars People - "Metal Slug - Super Vehicle-001"
Mr Karate - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan) as Takuma Takazaki
Orochi Iori - "The King of Fighters '97"
Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Shiki - "Samurai Shodown 64" ("Samurai Spirits 64" in Japan)
Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
There are also 17 Capcom characters (plus Shin Akuma) and here are their first appearances:
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior"
Chun-Li - "Street Fighter II - The World Warrior"
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Demitri - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Guile - "Street Fighter II - The World Warrior"
Hugo - "Final Fight"
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Red Arremer - "Ghosts'n Goblins"
Ryu - "Street Fighter"
Sagat - "Street Fighter"
Tessa - "Red Earth" ("Warzard" in Japan)
Vega (Balrog in Japan) - "Street Fighter II - The World Warrior"
Violent Ken - "Street Fighter Alpha 3" ("Street Fighter Zero 3" in Japan)
Zero - "Mega Man X" ("Rockman X" in Japan)
The super bar is called the 'Groove Power Gauge'; a reference to "Capcom Vs. SNK 2 - Mark of the Millenium 2001".
Bao (from the King of Fighters series) makes a cameo in a few of Hugo's pre-battle and win poses.
The Athena that features in SVC Chaos is the original Athena character design that featured in the character's debut platform game, "Athena", instead of the usual Asimaya Athena that appears in virtually every other SNK game. Notably, a lot of her moves are now very different, and she wears noticeably less clothes due to the fact Athena loses her dress during Athena's intro. Athena's fighting moves are inspired by the manga/anime 'Saint Seiya'.
The 'Sennou Ken' character is based on the psycho-controlled Ken in the SF animated movie. A lot of Mars People's moves are references to numerous UFO-based staples; Independence is a reference to the movie 'Independence Day', for example.
The 'Dan Hibiki' character is once again used as a vehicle for numerous genre parodies. If you perform his super-taunt he parodies Joe Higashi and Yuri Sakazaki's taunts. Also, two of his new moves are parodies of the Kyokugen moves. In the first of these moves, Dan attempts to do one of the larger fireballs performed in one Ryo's desperation move, but it has the same range as his regular fireball. On the second move, Dan attempts to perform his own powerful punch similar to Ryo's Exceed move, but after the move charges and connects Dan grabs his arm in pain and then pretends it was nothing.
While using Demitri, if you perform Midnight Bliss on Orochi Iori, Iori will turn into Miss X (from SNK Gal Fighters on the Neo Geo Pocket) as he's choking him.
Suleputer released a limited-edition soundtrack album for this game on November 2003.
Some well-known hacks of the game include :
"SVC Chaos - SNK Vs. Capcom Plus".
"SVC Chaos - SNK Vs. Capcom Super Plus".
- TIPS AND TRICKS -
* Random Select : On the character select screen, hold Start to activate a roulette-like feature.
* Play as Geese : Hold Start and press Left(x3), Down, Left, Up, Right, Up, then press a button to select.
* Play as Dan : Hold Start and press Down, Left(x7), then press a button to select.
* Play as Goenitz : Hold Start and press Down(x3), Right, Down, Left(x3), then press a button to select.
* Play as Demitri : Hold Start and press Right(x3), Left, Up, Right, Down, Up, then press a button to select.
* Play as Mars People : Hold Start and press Up, Down, Right(x3), Up, Down, Left(x2), Down, then press a button to select.
* Play as Zero : Hold Start and press Up, Right(x2), Left(x2), Down, Up(x3), Right, then press a button to select.
* Play as Orochi Iori : Hold Start and press Up(x3), Down, Left, Right, Down, Left, then press a button to select.
* Play as Violent Ken : Hold Start and press Up(x2), Down, Left(x2), Right, Left, Up, then press a button to select.
* Fight against Red Arremer :
1) Finish 5 rounds with supers/specials.
2) Do not lose any rounds.
3) Finish off at least one character with block damage.
If done correctly, your character will be transported to Hell after the fight with Shin Akuma/Shin Mr. Karate, where he/she will have to fight Red Arremer. Note : Some people (like Dan and Demitri) have alternate endings for fighting and winning in Hell.
* Fight either Mars People or Zero : Don't lose any rounds, Don't win any rounds by "Time Out", win 3 rounds by using an Exceed Move.
* Fight Geese Howard or Demitri Maximoff : Don't lose any rounds, Don't win any rounds by "Time Out", win 1 round by using an Exceed Move.
*Fight Goenitz or Dan Hibiki : Fail to meet either of the above requirements.
Also your opponent on Stage 6 determines who you will fight in Stages 7 and 8.
* Fight Orochi Iori (Stage 7) and Serious Mr. Karate (Stage 8) : Stage 6 opponent is a Capcom character.
* Fight Violent Ken (Stage 7) and Shin Akuma (Stage 8) : Stage 6 opponent is an SNK character.
* Fight Athena : Don't lose any rounds during Stages 1 through 7, Don't win any rounds by block damage.
* Mid-Bosses : your performance in Stages 1 through 3 affects who you will fight in Stage 4.
* Final Bosses : your performance in Stages 1 through 7 affects if you'll fight either Athena or Red Arremer (in Stage 9) after beating Stage 8 (Shin Akuma or Serious Mr. Karate). Your performance in Stage 8 will not affect any of these conditions.
* See character's true/good ending : Defeat Athena or Red Arremer in Stage 9. If you lose to Athena or Red Arremer then you cannot continue. Many characters (such as Dan and Demitri) have different endings for beating either Athena or Red Arremer.
* CPU Character Patterns : before you start the game the CPU randomly picks one of the predetermined patterns of opponents. This affects stages 1 through 3 and 5 & 6. Stage 4 is the predetermined mid-boss. Here are the predetermined pattern of fighters.
Pattern 1 : Kim, Dhalsim, Mai, Bison, Kyo
Pattern 2 : Vega, Earthquake, Chun-Li, Choi, Ryo
Pattern 3 : Shiki, Balrog, Kasumi, Sagat, Iori
Pattern 4 : Guile, Genjyuro, Tessa, Kim, Ken
Pattern 5 : Tessa, Sagat, Mr. Karate, Chun-Li, Ryo
Pattern 6 : Chun-Li, Kasumi, Hugo, Mr. Karate, Guile
Pattern 7 : Mr. Karate, Hugo, Shiki, Dhalsim, Terry
Pattern 8 : Choi, Mai, Vega, Genjyuro, Akuma
Pattern 9 : Kasumi, Chun-Li, Shiki, Tessa, Mai
Pattern 10 : Earthquake, Vega, Akuma, Ken, Ryu
Pattern 11 : Dhalsim, Hugo, Kyo, Balrog, Iori
Pattern 12 : Iori, Guile, Bison, Kim, Ken
Pattern 13 : Ryu, Balrog, Kim, Sagat, Ryo
Pattern 14 : Terry, Choi, Earthquake, Genjyuro, Guile
Pattern 15 : Kyo, Ken, Ryo, Ryu, Terry
Pattern 16 : Balrog, Vega, Sagat, Bison, Akuma
So let's say the CPU randomly chooses Pattern 16 (which interesting enough follows the boss pattern of Street Fighter II plus Akuma), you would fight Balrog, Vega, and Sagat in stages 1 through 3, fight the mid-boss in stage 4, fight Bison and Akuma in stages 5 through 6, and then fight Orochi Iori and Serious Mr. Karate in stages 7 through 8 (since the stage 6 opponent was a Capcom character).
- SERIES -
1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)
- STAFF -
* Consoles :
SNK Neo-Geo [JP] (Nov. 14, 2003; "SVC Chaos - SNK Vs. Capcom [Model NGH-269]")
Sony PlayStation 2 [JP] (Dec. 18, 2003; "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]")
Microsoft XBOX [JP] (Oct. 07, 2004; "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]")
Sony PlayStation 2 [JP] (Mar. 15, 2005; "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]")
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Nov. 14, 2003; "SVC Chaos - SNK Vs. Capcom [Model NGH-269]")
[JP] Sony PS2 (Dec. 18, 2003; "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]")
[JP] Microsoft XBOX (Oct. 07, 2004; "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]")
[JP] Sony PS2 Mar. 15, 2005; "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]")
- SOURCES -
Game's ROM.
Official website: http://game.snkplaymore.co.jp/official/svc/svc_top.html
Accepted [+] [X] Metal Slug 6 Update submitted by XtC
Metal Slug 6 (c) 2006 SNK Playmore.
Negotiations have broken off and hostages have been taken! Your country needs a highly trained mercenary to neutralize the enemy and free the hostages. Metal Slug 6 is a 1 or 2 player game with continuous buy-in. It is the first installment of the series developed on Sega's arcade hardware system. Metal Slug 6 includes 6 characters, with two new being Ralph and Clark from the King of Fighters series. Plus, two new player control buttons have been added to allow for greater control over the action!
- TECHNICAL -
Sammy Atomiswave Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
- TRIVIA -
Metal Slug 6 was firstly shown at the 43rd Amusement Machine Show 2005 in Tokyo, Japan. Then, it was released on February 22, 2006.
Ralf and Clark first appeared in "Ikari Warriors" even before King of Fighters.
- 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)
- PORTS -
* CONSOLES:
[JP] Sony PS2 (Sep. 12, 2006) "Metal Slug 6 [Model SLPS-25674]"
[JP] Sony PSP (Feb. 22, 2007; "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"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms6/
Accepted [+] [X] World Heroes [Model NGM-053] Update submitted by XtC
World Heroes (c) 1992 Alpha Denshi Company, Limited.
8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-053
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Throw
- TRIVIA -
World Heroes was released on July 28, 1992. It is Alpha Denshi's first game in the fighting game genre. It was even the last game with the Alpha logo labeled within the game before the developer became ADK; however, the Alpha logo was last used on one of the arcade flyers of its sequel.
Due to the game's success in the fighting game market, the game was followed by a sequel, World Heroes 2, less than a year later.
The popular "Death Match" mode (removed from World Heroes 2 Jet and World Heroes Perfect) may have been inspired by the growing popularity of deathmatch style pro-wrestling in Japan at the time which was mostly made famous by Frontier Martial-Arts Wrestling.
Hanzo is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown").
Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603).
Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973).
Janne is based on the real Jeanne d'Arc who was burned in 1431.
Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917).
Brocken is loosely based on Rudolph von Stroheim from JoJo's Bizarre Adventure.
Muscle Power is most likely based on the real Hulk Hogan (1953-20XX).
J. Carn is based on the real Genghis Khan (1162-1229).
The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series.
The name of the Scientist who invents the time machine in the intro is Dr. Brown which might have been inspired by the character Dr. Emmett L. Brown (a.k.a. Doc) from the Back To The Future movies.
Soundtrack releases:
[JP] Jan. 21, 1993 - World Heroes [GSM 1500 Series] [PCCB-00106]
- SERIES -
1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)
- STAFF -
Producer and director : Kenji Sawatari
Planners : Kenji Sawatari, Kimitoshi Yokoo
Main programmers : Tat&MST (Tat), Marbo (Toshi), Yuji Noguchi
System programmers : Eiji Fukatsu, Makio Chiba, E-Chan
Sound programmer : Makio Chiba
Character designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida
Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe
Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES Sep. 11, 1992 "World Heroes [Model NGH-053]"
[JP] Nintendo Super Famicom 1993 "World Heroes [Model SHVC-WZ]"
Sega Mega Drive (1994)
[JP] SNK Neo-Geo CD 1995 "World Heroes [Model ADCD-005]"
Nintendo Wii [Virtual Console] (2007)
[JP] Sony PS2 2007 "World Heroes Gorgeous [Model SLPS-25782]"
Sony PlayStation 2 2008 "World Heroes Anthology"
[US] Sony PS2 may.05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP may.05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 may.29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii jul.29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
[JP] Sony PS2 2009 "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Tag Team Wrestling Update submitted by XtC
Tag Team Wrestling (c) 1984 Data East Corp.
Export version. For more information about the game itself, please see the original Japanese version entry; "The Big Pro Wrestling!".
- TRIVIA -
Tag Team Wrestling was released in January 1984 by Data East under license from Technos Japan, it was the first game that Technos licensed to Data East.
- SERIES -
1. Tag Team Wrestling (1983)
2. Mat Mania - The Prowrestling Network (1985)
3. Mania Challenge (1986)
- PORTS -
* CONSOLES:
[US] Nintendo NES (oct.1986)
* COMPUTERS:
[US] PC [Booter] (1985)
[US] Apple II (1987)
[US] Commodore C64 (1987)
[EU] Commodore C64 (1987)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Strikers 1945 Update submitted by XtC
Strikers 1945 (c) 1995 Psikyo.
In 1945, the second world war ended. Soon, there was peace, but an organization of high-ranking military officers from all over the world form a global army known as CANY. Their mission was to conquer the world. CANY activity was found in areas like the Soviet Union, America, Japan, and even Germany. It is revealed that CANY had weapons never seen before from rockets to mechanical walkers. The world quickly formed a group of pilots and planes called the Strikers whose mission is to rid of CANY from the world.
- TECHNICAL -
Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1995.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to a smiley, and 'THAT IS WRONG' appears.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
* Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu.
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)
- STAFF -
Staff : Jun-ichi Niwa, Shin Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro
- PORTS -
* CONSOLES:
[JP] Sega Saturn (june.28, 1996) "Strikers 1945 [Model T-14407G]"
[JP] Sony PlayStation (jul.19, 1996) "Strikers 1945 [Model SLPS-00407]"
Sony PlayStation 2 (JP] (Aug. 05, 2004) "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Official website; http://www.x-nauts.com/psikyo/product/st/index.html
Accepted [+] [X] Street Fighter II' - Champion Edition [B-Board 91635B-2] Update submitted by XtC
Street Fighter II' - Champion Edition (c) 1992 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".
- TECHNICAL -
Capcom Play System hardware (CP-S)
B-Board #: 91635B-2
- PORTS -
Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".
* CONSOLES:
[AU] Nintendo SNES (1993) "Street Fighter II Turbo - Hyper Fighting"
Sega Mega Drive [AU] (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]"
Sega Mega Drive [BR] (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy
[EU] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]"
[US] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]"
[US] Sega Genesis (sept.27, 1993) "Street Fighter II' - Special Champion Edition [Model T-12016]"
[EU] Sega Mega Drive (oct.1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]"
Sega Master System [BR] (1997) "Street Fighter II [Model 030.010]" by Tec Toy
[EU] Sony PlayStation (1998) "Street Fighter Collection 2 [Model SLES-01721]"
[US] Sony PlayStation (oct.31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
* HANDHELDS:
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (2003) "Capcom Arcade Hits Volume 1"
* OTHERS:
Mobile Phones [US] (2008)
Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]"
Apple iPhone/iPod [US] (sept.15, 2011) "Street Fighter II Collection [Model 459660048]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Star Wars [Upright model] Update submitted by XtC
Star Wars (c) 1983 Atari, Incorporated.
Star Wars is a single-player 3-D shoot-em-up based on the legendary movie franchise of the same name. This game is specifically based on the very first Star Wars movie, 'Episode IV: A New Hope'. The player takes on the role of Luke Skywalker (Red Five) whose goal is to blow up the infamous "Death Star" by firing a Proton Torpedo into an exposed exhaust port situated on the Death Star's surface.
Before reaching the exhaust port, players must survive three attack phases.
PHASE 1 : The game begins in outer space above the Death Star. Players must engage in a dog fight with Darth Vader and numerous enemy TIE Fighters. All but Vader's fighter can be shot and destroyed. Incoming enemy fire must be avoided or shot to prevent damage to the player's Deflector shields.
PHASE 2 : The X-Wing flies down to the surface of the Death Star and is confronted with a barrage of laser turrets and towers as the X-Wing flies across the Death Star's surface. Any collisions with either the towers or incoming enemy shots will cause damage to the player's Deflector Shields.
The laser tower tops have a progressive scoring incentive that is displayed at the top center of the screen, along with the number of remaining laser tower tops that need to be destroyed before the X-Wing enters the exhaust port trench. If the player manages to destroy all of the towers, a sizeable point bonus is awarded.
PHASE 3 : The X-Wing begins its approach down the trench of the Death Star, heading for the exhaust port situated at the end of the trench. The trench walls are lined with red laser-gun turrets that fire at the player as he makes his approach. Incoming fire must either be avoided or shot. Trench catwalks of varying shapes and heights also appear in later trench runs. These must be avoided as any collision results in damage to Red 5's deflector shields.
If the player survives the trench run, the voice of 'Han Solo' will advise that 'You're all clear, Kid' and the player must quickly shoot the exhaust port to destroy the Death Star. If a trench run is completed without the player having fired any shots other than the shot into the exhaust port, a sizeable point bonus is awarded for 'using the force'. If the exhaust port is missed, Red 5 will plough through the wall at the end of the trench and lose one deflector shield, after which the trench run will start over.
If the player succeeds in blowing up the Death Star, Red 5 makes its escape before turning to view the colourful explosion. Bonus points for Remaining Shield Energy is now scored.
The player is then returned to the fray and whole process begins again. Each successive Death Star run greatly increases in difficulty; TIE Fighters shoot more often, there are more Laser towers and batteries in successive rounds and there are many more obstacles and laser fire during the trench run.
- TECHNICAL -
[Upright model]
Game ID : 136021
Main CPU : Motorola M6809 (@ 1.512 Mhz)
Sound CPU : Motorola M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), Texas Instruments TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Players : 1
Control : Flight Yoke (Custom Specs)
Buttons : 4
The Star Wars Yoke pivots left to right to control the X position. But unlike normal fight yokes which slide (linear) in and out... the handles instead rotate (circular) forwards and backwards to control the Y position.
The Yoke uses 2 Pots for tracking.
X Pot = Left & Right Aim movement
Y Pot = Up & Down Aim movement
Button 1 (Left Forwards) = Fire
Button 2 (Left Rear) = Fire
Button 3 (Right Forward) = Fire
Button 4 (Right Rear) = Fire
- TRIVIA -
Star Wars was released in May 1983. 10,245 Upright units were sold at the price of $2,295.
Also released as "Star Wars [Cockpit model]".
The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone".
Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'.
Hidden In-game Message : On odd-numbered levels, when approaching the Death Star and right after hitting the exhaust port, the message 'MAY THE FORCE BE WITH YOU' is visible on the surface of the Death Star. On even-numbered levels, the programmer's names appear on the Death Star :
'HALLY'
'RIVERA'
'MARGOLIN'
'AVELLAR'
'VICKERS'
'DURFEY'
Attract mode has the following screens :
FLIGHT INSTRUCTIONS TO RED FIVE
1. YOUR X-WING IS EQUIPPED WITH AN INVISIBLE DEFLECTOR SHIELD THAT WILL PROTECT YOU FOR 6 COLLISIONS.
2. DEFLECTOR STRENGTH IS LOST WHEN A FIREBALL IMPACTS YOUR SHIELD OR WHEN YOU STRIKE A LASER TOWER OR TRENCH CATWALK.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE EMPIRE TIE FIGHTERS, LASER TOWER TOPS AND TRENCH TURRETS.
4. SHOOT FIREBALLS BEFORE THEY IMPACT YOUR SHIELD.
5. THE REBEL FORCE IS DEPENDING ON YOU TO STOP THE EMPIRE BY BLOWING UP THE DEATH STAR.
OBI-WAN KENOBI IS GONE BUT HIS PRESENCE IS FELT WITHIN THE FORCE. THE EMPIRE'S DEATH STAR, UNDER THE COMMAND OF DARTH VADER, NEARS THE REBEL PLANET. YOU MUST JOIN THE REBELLION TO STOP THE EMPIRE. THE FORCE WILL BE WITH YOU. ALWAYS
Default high score table (Princess Leia's Rebel Force):
1. OBI 1285353
2. WAN 1110986
3. HAN 1024650
4. GJR 872551
5. MLH 813553
6. JED 704899
7. NLA 518000
8. EJD 492159
9. EAR 384766
10. RLM 380655
A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including STARWARS.
A Star Wars upright unit appears in the 1984 movie 'Gremlins'.
- SCORING -
TIE fighters : 1000 points
Darth Vader's ship : 2000 points per hit
Laser bunkers : 200 points
Laser towers : 200 points, increasing by 200 points per tower
Trench turrets : 100 points
Fireballs : 33 points
Exhaust Port : 25000 points
Destroying all tower tops : 50000 points
End of wave bonus :
5000 points per shield remaining
Starting on medium difficulty (wave 3) : 400000 points bonus
Starting on hard difficulty (wave 5) : 800000 points bonus
'Use the Force' : bonus for not shooting in the trench until the very end :
Wave 1 : 5000 points
Wave 2 : 10000 points
Wave 3 : 25000 points
Wave 4 : 50000 points
Wave 5 and above : 100000 points
- TIPS AND TRICKS -
* In the tower scene, you can shoot fireballs that are hidden behind the towers. In the trench scene, you can shoot fireballs through the catwalks.
* Moving the flight yoke far left and far right during the attract mode will switch between the instructions and the high score list.
* In the trench you can 'use the force' and get bonus points by not shooting ANYTHING until you reach the exhaust port. The text 'USE THE FORCE' is shown at the top of the screen until you shoot. The bonus is actually awarded just before you have to shoot the exhaust port, so it's possible to take out some of the gun turrets at the end, too.
- SERIES -
1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)
- STAFF -
Designed by : Mike Hally (MLH)
Programmed & developed by : Greg Rivera (GJR), Norm Avellar (NLA), Erik Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) [Model PB5540]
Colecovision [US] (1984) [Model 9940]
[US] Atari 5200 (1984) [Model 9040]
Atari XEGS
Nintendo GameCube [US] (2003, "Star Wars Rogue Squadron III - Rebel Strike Limited Edition Preview Disc [Model DOL-DLSE-USA]")
Nintendo GameCube [US] (oct.15, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRE-USA]")
[EU] Nintendo GameCube (nov.7, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRP-EUR]")
Nintendo GameCube [JP] (nov.21, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRJ-JPN]")
NOTE: "Star Wars Rogue Squadron III - Rebel Strike" for the Nintendo GameCube contains the original game accessible via a password.
* COMPUTERS:
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) [Model PB1840]
BBC Micro [EU] (1987)
Tandy Color Computer [US] (1984, "Space Wrek")
Atari ST [US] [EU] (1987)
[EU] Sinclair ZX Spectrum (1987)
[EU] Amstrad CPC (1988)
Commodore Amiga [US] [EU] (1988)
[US] Commodore C64 [EU] (1988)
PC [MS-DOS] [US] (1988)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Spawn In The Demon's Hand Update submitted by XtC
Spawn In The Demon's Hand (c) 1999 Capcom.
- TECHNICAL -
Runs on the Sega "NAOMI" Hardware.
- TRIVIA -
Spawn In The Demon's Hand was released in January 2000 (even if the titlescreen shows 1999).
Spawn is a popular comic published in 120 countries all over the world with a standing of more than 125,000,000 copies sold. It's first publication broke the record of American Comic sales and is still going strong. Spawn's popularity spread through various media like action figures, animation, movies, etc...
- TIPS AND TRICKS -
* Hidden Characters : Depending on how many times the game was beaten, you might have noticed a screen that says that you can go through the extended storyline with multiple players. If that happens, when next time you play, hold down ALL of the buttons, including the START button. Insert the coins, and press START while holding the rest of the buttons down. If done correctly, the screen should turn blue and an expanded character ring will appear with the following new additions.
1) Spawn I
2) Spawn IV
3) DA 'Dark Ages' Spawn
4) Admonisher
- PORTS -
* CONSOLES:
Sega Dreamcast [JP] (aug.10, 2000) [Model T-1216M]
[US] Sega Dreamcast (oct.1, 2000) [Model T-1216N]
Sega Dreamcast [EU] (jan.19, 2001) [Model T-36816D-05]
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/arcade/spawn/index.html
Accepted [+] [X] Section Z Update submitted by XtC
Section Z (c) 1985 Capcom Company, Limited.
As a sole astronaut, you must penetrate the alien Balangool space craft and destroy the evil 'L-Brain'. Make your way through 27 alphabet-labeled levels to find his lair.
The player maneuvers the space ranger throughout the enemy space station, which consists of 26 alphabetically ordered corridors known as "sections", starting from Section A and ending at the titular Section Z. The game is divided into five stages, each consisting of five sections (with the final stage having six sections to accommodate the spare letter). The player will fight an enemy boss at the end of each stage, concluding with the final battle against the "L Brain" at Section Z. The game's stages alternates between horizontal-scrolling stage (left or right) and upwards vertical-scrolling stages. The player will lose a life every time they get hit by enemy fire. Additional lives can be obtained if the player achieves a high enough score. The game will be over if the player loses all of their lives, although a chance to continue will be provided.
The controls consists of an eight-way joystick and two buttons, one for shooting and the other for changing the character's aim to the left or right. This allows the player to shoot at one direction while moving away towards the opposite. The player will shoot their rifle towards the left or the right with the fire button, while dropping bombs at the same time to the ground. By destroying certain dome-shaped containers, the player can obtain one of three power-up items represented by letters: S, P, and B. S increases the player's mobility speed, while P increases their firing power; each can improved for up to three increments. However, these power-ups will be lost whenever the player loses a life. The B item will simply give the player bonus points
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Section Z was released in December 1985.
The first of Capcom's 'Jet-Pack Hero' shooters! Your hero is officially called "Captain Commando". :)
Section Z has a couple of bugs, sprites don't clip properly when scrolling on or off the left side of the screen or the top of the screen.
Every few sections (stages), the direction of the game's scrolling changes, from left-to-right, to bottom-to-top, to right-to-left, etc.
One section features a pinball machine in which you must avoid the multiple flying pinballs.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on August 25, 1986.
- SERIES -
1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)
- STAFF -
Programmed by : Toshio Arima
Music by : Tamayo Kawamoto
- PORTS -
* CONSOLES:
Nintendo Famicom Disk System [JP] (may.25, 1987) "Section Z [Model CAP-SCZ]"
[US] Nintendo NES (jul.1987) "Section Z [Model NES-SZ-USA]"
[EU] Nintendo NES (sept.27, 1989) "Section Z [Model NES-SZ-EEC]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]"
Sony PlayStation 3 [PSN] [JP] (feb.19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [JP] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (mar.4, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (mar.5, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] S.T.U.N. Runner Update submitted by XtC
S.T.U.N. Runner (c) 1989 Atari Games Corp.
Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!
Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.
S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.
The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).
In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :
* Correctly driving on the fastest portion of the tunnel.
* Staying off side rails (of flat sections).
* Avoiding collisions with enemy vehicles.
* Running over 'boosts' for hyperspeed.
* Avoiding areas under construction.
In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed. Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.
Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.
The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.
Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.
A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.
In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.
When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.
Special Weapon : In selected races, a 'shock wave' is located along the way. If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.
Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.
Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.
Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.
* Boost Challenge
* Star Challenge
* Kill Challenge
In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.
Ultimate Challenge : For those players skilful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.
- TECHNICAL -
Game ID : 136070
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
S.T.U.N. Runner was released in September 1989.
S.T.U.N. stands for 'Spread Tunnel Underground Network'.
This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.
Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.
Levels are named :
1. Cake-Walk
2. Boost Boulevard
3. Blood Alley
4. Roller-Coaster
5. The Boost Challenge
6. Outer Drive
7. Ramp-Alot
8. Split Decision
9. Close Call
10. The Bonus Star Challenge
11. The Labyrinth
12. The Coat-Hanger
13. The Clover-Leaf
14. Mcnamara's Revenge
15. The Kill Challenge
16. Knee Jerk
17. 3-Ring-Circus
18. Probot Hell
19. Satan's Slalom
20. The Death Spiral
21. Figure 8
22. The Jigsaw
23. The Ultimate Challenge
Game staff names are in the default high score and challenge level score tables
Gunner Glenn = Glenn Mcnamara
Ranger Rick = Rick Moncrief
Dirty Don = Don Diekneite
Righteous Ralph = Ralph Perez
Happy Hata = Ken Hata
Kyoko = Kyoko Dougherty
Ranger Rick = Rick Moncrief
Who Ray = John Ray
Momo = Jerry Momoda
Uncle Milty = Milt Loper
Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).
- UPDATES -
REVISION 1:
* Software version: 20.3
* Build date: Sat Sep 9 13 :56 :31 1989
REVISION 2:
* Software version: 21.1
* Build date: Fri Sep 15 10 :53 :18 1989
REVISION 3 :
* Software version : 22.0
* Build date : Fri Sep 15 15 :51 :12 1989
REVISION 4 :
* Software version : 22.1
* Build date : Mon Sep 18 10 :47 :59 1989
REVISION 5 :
* Software version : 23.0
* Build date : Fri Sep 29 13 :55 :10 1989
REVISION 6 :
* Software version : 24.0
* Build date : Wed Oct 18 09 :50 :21 1989
REVISION 7 :
* Software version : 24.1
* Build date : Wed Oct 18 10 :29 :48 1989
REVISION 8 :
* Software version : 25.0
* Build date : Thu Nov 2 12 :21 :06 1989
REVISION 9 :
* Software version : 26.0
* Build date : Thu Nov 9 14 :07 :19 1989
REVISION 10 :
* Software version : 26.26
* Build date : Mon Dec 18 16 :30 :02 1989
REVISION 11 :
* Software version : 26.34
* Build date : Thu May 22 11 :31 :04 1990
- SCORING -
Destroying enemies:
Train : 25 points
Armored Drone : 50 points
Mag Cycle : 75 points
Lorrie : 100 points
Ornobot : 500 points
Chopper Bot : 500 points
Proton Bot : 1000 points
Radar Bot : 750 points
Terrigible : 10,000 points
On Level 1, each red star the player's ship runs over scores 50 points.
On Level 3 and after, each green star the player's ship runs over scores 500 points.
Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5).
At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock.
At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left :
6 shields : 8,000 points
5 shields : 4,000 points
4 shields : 2,000 points
3 shields : 1,000 points
2 shields : 500 points
1 shield : 250 points
0 shields : 0 points
Performing a warp scores 20,000 points.
When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed.
When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.
- TIPS AND TRICKS -
* Warp:
Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.
Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).
There is also a warp on level 9 which takes the player to level 14.
- STAFF -
Commissioner (Design) : Ed Rotberg
Transit Authority (Programmer) : Andrew Burgess
Tunnel Architect (Lead Artist) : Sam Comstock
Vehicle Engineer (Artist) : Will Noble
City Planning (Supporting Artist) : Kris Moser
Communications (Music) : Don Diekneite
Acoustics (Sound Effects) : Brad Fuller
Propulsion Engineer (Hardware Design) : Jed Margolin
Patriarch (Team Leader) : John Ray
Public Relations (Product Manager) : Jerry Momoda
Blue Sky (Technical Support) : Carole Cameron
Damage Control (Technician) : Glenn McNamara
Physicist (Software Design) : Max Behensky
Optics (Lead Software Support) : Stephanie Mott
Auxiliary Systems (Hardware Engineer) : Gary Stempler
Mathematics (Math Software) : Jim Morris
Chief mechanic (Mechanical Design) : Milt Loper
Backhoe Operator (Design Support) : Erik Durfey
Overlord (Assistant Design Support) : Mike Hally
Chainsaw (Cabinet) : Ralph Perez
Bondo Man (Cabinet Design) : Ken Hata
Xacto Bladerunner (Technical Support) : Kyoko Dougherty
Pub Runner (Technical Support) : Andrea Dencker
Widget Artist (Management) : Mary Sumner
The Ancient One (Support) : Rick Moncrief
- PORTS -
* CONSOLES:
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
[US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3"
[US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
[EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3"
[EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* HANDHELDS:
Atari Lynx [US] (1991) "S.T.U.N. Runner [Model PA2060]"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1990) by Domark
[EU] Sinclair ZX Spectrum (1991) Budget edition by Erbe Software
[EU] Commodore C64 (1990) by Domark
[EU] Commodore Amiga (1990)
[EU] Atari ST (1990)
[EU] Amstrad CPC (1990)
PC [MS-DOS] [EU] (1990)
[EU] Commodore C64 (1991) Budget edition by Hit Squad
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Galaxian Update submitted by XtC
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip: This is the name of the ship which you control at the bottom of the screen.
Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator and discrete circuits
Players: 2
Control: 2-way Joystick
Buttons: 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons: 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released on October 31, 1979 in Japan.
Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color.
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.
* 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] Derby Owners Club Update submitted by XtC
Derby Owners Club (c) 1999 Sega.
This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.
- TECHNICAL -
Sega Naomi Satellite Terminal
CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.
- TRIVIA -
Released in October 1999 in Japan.
- UPDATES -
"Derby Owners Club EX" : The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.
- SERIES -
1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)
- PORTS -
* CONSOLES:
Sega Dreamcast ("Derby Tsuku - Let's Make a Derby Stallion!" [Prototype])
* COMPUTERS:
PC (2004)
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Commando Update submitted by XtC
Commando (c) 1985 Data East USA, Inc.
North American release. Game developed in Japan. See the original for more information; "Senjou no Ookami".
- TRIVIA -
Commando was released by Data East USA, under license by Capcom, in July 1985 in the USA. It was the first (and and only) game that Capcom licensed to Data East USA.
Tim Balderramos holds the official record for this game with 10051200 points on July 5, 1986.
- SERIES -
1. Commando (1985)
2. Mercs [CP-S No. 09] (1990)
3. Wolf of the Battlefield - Commando 3 (2007, XBLA, PSN)
- PORTS -
Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry, "Senjou no Ookami".
* CONSOLES:
[US] Nintendo NES (nov.1986) "Commando [Model NES-CO-USA]"
Mattel Intellivision [US] (1987) "Commando [Model 9000]"
[US] Atari 2600 (1988) "Commando [Model AK-043]"
[US] Atari 7800 (1990) "Commando [Model CX7838]"
[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
Nintendo Wii [Virtual Console Arcade] [US] (dec.6, 2010) : as "Wolf of the Battlefield: COMMANDO"
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (dec.17, 2010) : as "Wolf of the Battlefield: COMMANDO"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013, "Capcom Arcade Cabinet")
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013, "Capcom Arcade Cabinet")
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013, "Capcom Arcade Cabinet")
Sony PlayStation 3 [PSN] [US] (apr.2, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (apr.3, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[US] Commodore C64 [EU] (1985)
BBC Micro [EU] (1985)
[EU] Amstrad CPC (1985)
[EU] Amstrad CPC (1986, "Budget Edition")
PC [Booter] [US] (1986)
[EU] Sinclair ZX Spectrum (1986)
Commodore 16 [US] (1986)
Commodore Plus/4 [EU] (1986)
[US] Apple II (1987)
Commodore Amiga [US] (1989)
[EU] Atari ST (1989)
[US] PC [MS Windows, CD-ROM] (2003) "Capcom Arcade Hits 3"
PC [MS-Windows, CD-ROM] [US] (dec.21, 2004) "Capcom Coin-Op Collection Volume 1"
* OTHERS:
Mobile Phones [US] (sept.1, 2004)
Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]"
Apple iPhone/iPod [US] (jan.13, 2011) "Commando [Model 414168660]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Avengers Update submitted by XtC
Avengers (c) 1987 Capcom USA, Inc.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Hissatsu Buraiken".
- TRIVIA -
Avengers was released in February 1987 in the USA.
- PORTS -
Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Hissatsu Buraiken"
* CONSOLES:
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Sony PlayStation 3 [PSN] [US] (feb.19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [US] (feb.20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Yie Ar Kung-Fu [Model GX407] Update submitted by XtC
Yie Ar Kung-Fu (c) 1985 Konami Industry Company, Limited.
Yie Ar Kung-fu is a single-player one-on-one fighting game in which the player takes on the role of 'Oolong' who must fight and defeat eleven martial arts masters. His ulimate goal is to win the title of "Grand Master" and honour the memory of his father, who was killed while fighting the current grand master.
The player faces a variety of opponents, each with a unique appearance and fighting style. Some opponents are also armed, with weapons including nunchaku, throwing stars and a club. The player can perform up to 16 different moves using a combination of buttons and joystick movements while standing, crouching or jumping. Moves are thrown at high, middle, and low levels.
Yie Ar Kung-Fu plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. There is no time limit in which the opponent must be defeated but Oolong possesses a finite amount of health, represented by a health bar at the top of the screen. Once Oolong's health is fully depleted, the match is over.
The first five fights take place in front of an animated waterfall, while the remaining six are set in front of an oriental pagoda.
The eleven opponents Oolong must face are:
* Buchu - A sumo wrestler, strong but slow.
* Star - The first female opponent, throws shuriken for long-range attacks.
* Nuncha - Uses nunchaku for close and mid-range attacks.
* Pole - Uses a wooden staff for close and mid-range attacks.
* Feedle - Attacks with duplicates of himself.
* Chain - Uses a chain for long-range attacks.
* Club - Uses a large club for close and mid-range attacks.
* Fan - The second female opponent, throws fans for long-range attacks.
* Sword - Uses a sword for close and mid-range attacks.
* Tonfun - Uses tonfa (wooden batons) for close and mid-range attacks.
* Blues - Extremely fast and very powerful.
- TECHNICAL -
Yie Ar Kung-Fu machines came in two upright cabinet forms.
Game ID: GX407
Main CPU: Motorola M6809 (@ 1.152 Mhz)
Sound Chips: SN76496 (@ 1.536 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)
Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Punch, Kick
- TRIVIA -
Yie Ar Kung-Fu was released in January 1985.
The words 'Yie Ar' in the title of this game are translated from Chinese as 'One, Two'.
Antonio Colangelo holds the official official record for this game with 534340 points on September 9, 1985.
- SCORING -
Scoring in this game is fairly complex and is dictated by what kind of punch or kick you inflict on your opponent. The more complicated the move, the more points awarded :
Flying High Punch: 500 points.
Jumping High Punch: 2000 points.
Mid-Level Punch: 500 points.
Low Punch: 700 points.
Crouching Mid-Level Punch: 900 points.
Flying High Kick: 600 points.
Jumping High Kick: 2000 points.
Mid-Level Kick: 500 points.
Low Kick: 700 points.
Lying Down High Kick: 900 points.
At the end of each stage, you will receive bonus points by adding your remaining energy x 10 to your score. If you didn't lose any energy on any of the stages one through eight, you get an additional 'Perfect' bonus of that stage number x 10000 points.
- TIPS AND TRICKS -
When you start the game, there will be a screen that lists the opponents for that block of fighting. The animated opponent is the one Oolong will be currently fighting. You will notice that some opponents have a '???' in a box under their name. This means in order to see this opponent, you must have defeated everyone else up to them. When you exit this screen, Oolong will start on the left and Oolong's opponent will start on the right side of the screen. Once you get through all 11 stages, the cycle begins anew.
* Since there is no time limit on the matches, patience is a must. Latter opponents will take advantage of every mistake made and will 'pin' the player to inflict repeated blows on Oolong.
* Every opponent has some kind of weakness to exploit. Once you learn these weaknesses, they will be much easier to defeat.
* Take advantage of Oolong's mobility. In other words; don't just stand in one place, and never allow Oolong to get trapped on the sides of the screen as this can spell instant defeat in many cases.
* Speaking of mobility, jump around the screen if you don't have a clear opening to strike your opponent. Learn to time and aim your jumps to where you believe your opponent's position will be at. Get in a quick strike and jump away before a counterstrike hits Oolong.
* Your goal on all of the fights is to avoid getting hit. In addition to prevention of energy loss, you can earn bonus points which will eventually add up to an extra life.
* When you get a hit on an opponent, you will see a red marker. If your opponents get a hit, the marker will be either black or yellow.
* Keep in mind that all your opponents know kung-fu. Just because they are wielding a weapon doesn't mean they won't take a punch or kick at Oolong if the opportunity presents itself.
* Below are listed the strategies for defeating your 11 opponents :
STAGE 1: BUCHU:
This is a good introductory fight. Buchu isn't too tough of an opponent and you should be able to take him down without breaking too much of a sweat.
1) Buchu will start the round by flying over to Oolong. When he lands, give him a couple of low sweeping kicks.
2) After taking a couple of hits, Buchu will fly off again in the opposite direction. Just have Oolong jump next to him to deliver either punches or kicks. Buchu will take off again.
3) Follow the above and you should have Buchu crying "Uncle" in no time.
4) Big thing to watch out for is if you stay around him too long, he will deliver a flurry of kicks that will pin Oolong down and eventually take him out.
STAGE 2: STAR:
Your first fight with a weapon wielding opponent. Star likes to throw shurikens either high, mid-level, or low. They are pretty easy to avoid but do make it a challenge trying to close in on Star.
1) Right after Star throws a shuriken, jump toward him. If you did it right, you should be right next to him to deliver a punch or kick.
2) Quickly jump away and prepare for the next shuriken to be thrown. Again, as above, jump over to Star to deliver some more punishment.
3) Star may jump out of the way but this happens rarely.
4) If you happen to land short, just jump back out of the way since Star will take the advantage and deliver a few kicks Oolong's way.
STAGE 4 : NUNCHA :
Now it starts to get interesting. The first opponent that can deliver two to three quick blows when opportunity presents itself. Nuncha is quite effective with his nun-chucks and does some serious damage if you're not ready.
1) Watch for when Nuncha starts to spin his nun-chucks. This means he is preparing to take a shot. Back up and let him advance and then jump over him.
2) He will then take his shot. Be careful in watching where he aims at because he can go high, mid-level, or low. Once he takes his shot, quickly jump over to him to get in a punch or kick. Be aware, he may block a couple of your moves with his nun-chucks.
3) Jump away quickly since he will again start spinning his nun-chucks. If you stay to long next to him, he will deliver two or three shots to pin down Oolong before Oolong can escape.
4) Continue moving around and soon Nuncha will be history.
STAGE 4: POLE:
Pole is another one of those opponents who can put a major hurting on your character real quick if you're not careful. He also tends to move around a lot making it more difficult to hit him.
1) He will start off by spinning the pole above his head. If Oolong gets too close, Pole will take a couple of shots at him. The best offensive is to jump to a position you believe Pole will be at since he moves around a lot.
2) You won't have time to dally once you are next to Pole. Get in a low shot and jump out of there quickly or Oolong will meet the business end of the pole real quickly. Pole will then again spin the pole above his head and advance on Oolong. Jump over and try to hit Pole from the backside.
3) Continue to jump over Pole and get in low shots. You should have him begging for mercy in no time.
STAGE 5: FEEDLE:
This is actually a series of the same opponent instead of one. This is kind of your breather before entering the second part of the tournament.
1) Feedle(s) will enter from both the left and right side of the screen. Your character will be in the middle. They only do basic moves of mid-level kicks and punches.
2) They will continue to enter from either side of the screen so you may need to move back and forth to be able to turn around rapidly to deal with the threat from both sides. Low kicks will suffice to eliminate Feedle.
3) You have to eliminate eight Feedle(s) in order to win the match. Feedle(s) will keep feeding onto the screen until you achieve that objective.
4) Do not jump on this stage or you may get yourself into trouble since there isn't much space in the line of Feedle(s) coming after your character.
STAGE 6: CHAIN:
Chain is a difficult opponent unless you can move around quickly.
1) Chain starts this off by slinging his chain at Oolong. It has a limited range and it can be aimed high, mid-level, or low. The bad part about this is that even when the chain is going back to Chain, Oolong can still take a hit.
2) Once Chain fires his chain, you need to make sure that you aim Oolong to jump over Chain and get real close. If you don't, Chain turns very quickly and will launch another attack if you aren't close enough to attack him. Only do low hits to minimize your chances of getting hit by his chain. Once you get in a hit, jump back to get out of range of his chain.
3) You will also have to watch out for his low kicks if you are too far away and he doesn't use his chain.
4) Continue to jump around and get in hits and eventually you will delink him.
STAGE 7: CLUB:
Club likes to act aggressive and so will advance on Oolong immediately. This is his downfall.
1) Let Club advance on Oolong. When he gets close to his striking distance, jump over him to land next to him on the other side. Deliver a couple of low kicks or punches. You may have to jump up to avoid his club.
2) Jump to the other side of the screen and let him advance on Oolong again. This time, after you jump, watch his movements. He may back up onto the side. If this happens, just jump back away and let him advance again. To really mess with him, do a small jump away from him then immediately jump to his other side.
3) Do the above a few times and club will be no more.
STAGE 8: FAN:
As the opponents name implies, Fan likes to throw razor-sharp fans at Oolong.
1) She will start this stage by launching three fans at Oolong. They start high and have an uncanny ability to track Oolong (to a degree). This is also one of the few weapons that Oolong can actually counter with punches or kicks (it is hard though to get lined up).
2) Once she launches her fans, wait until the last fan gets low enough to jump over. Then jump next to her to deliver some punches and kicks. You should be able to get in two hits before you have to bounce out again. Watch out if you aren't close enough since she likes to deliver a few kicks of her own.
3) Continue to maneuver around her. You may not get in a shot after every jump but she does leave openings that can be easily exploited.
4) You will eventually send her crashing down like her fans.
STAGE 9: SWORD:
This actually is one of the easier opponents to deal with. All he does is slide along the ground waiting to put a sword through Oolong.
1) Sword actually is one of the quicker opponents. He has a tendency to hit and run. Basically, if he hits Oolong, he quickly goes the opposite direction. Much quicker then Oolong can jump after him. This means you have to keep him on the defensive.
2) Get into position and jump so you are next to Sword. Do a quick low punch or kick. Sword will rapidly retreat, then advance. When he is within striking distance, hit or punch again. Sword will again retreat. This cycle should continue until Sword is skewered.
3) You may have to jump out of Sword's range if you mess up the cycle. Just repeat the above steps to get back into a rhythm again.
STAGE 10: TONFUN:
Your next two opponents will test your skills to the utmost.
1) Tonfun has it all: Speed, quick attack, and aggressiveness. This means you will be moving around a whole lot to avoid his hits.
2) First of all, avoid the sides of the screen. Tonfun likes to crowd the sides and pin Oolong down. This means you will be doing a lot of jumping around. In addition, he has the nasty habit of blocking a lot of your attacks.
3) Hit and run is the name of the game here. This means you will have to jump over him, spin around, get in a low attack, and jump back before he counter-attacks very quickly. If you hesitate on any of these, Tonfun will have fun giving Oolong a couple of shots which knock down the energy bar significantly.
4) You may have to do a lot of jumps before you can even get in a hit on Tonfun. Expect this to be a long fight.
STAGE 11: BLUES:
Blues is a worthy opponent for the final match. He is very quick and can put Oolong down in just a few hits. Plus, he likes to jump around the screen. This is the ultimate test of skill.
1) Blues will immediately jump over to Oolong to deliver a few hits. This means you need to be constantly jumping around and looking for an opening. Unfortunately, Blues leaves very few openings to exploit.
2) Do not, under any circumstance, have Oolong hang out at the sides. Blues will trap Oolong and deliver enough punches and kicks to keep Oolong pinned down so you can't even jump. A quick way to end a stage with a defeat.
3) Also, don't even attempt to go "toe-to-toe" with Blues since he is much quicker then Oolong in the delivery of attacks. Use the tried-and-tested method of hit and run. This time, you have to be sure of your shot. If you miss, or if Blues blocks Oolongs attack, be prepared for a major counter-attack if you don't move out of the way in time. This means you need to basically attack and jump back at the same practical moment.
4) Blues also will jump around the screen when Oolong does. This makes it very difficult to pinpoint a position that Blues may be in. In addition, Blues can quickly move out of Oolong's attack range if Oolong isn't quick enough, or get behind Oolong to deliver a few blows of his own.
5) This battle will last a while Oolong and Blues jockey for position to deliver their hits. Unfortunately, skill and luck both are factors in this battle. Just do the above steps to tip the balance in your favor.
After defeating Blues, the game will start again at the first stage.
- SERIES -
1. Yie Ar Kung-Fu [Model GX407] (1985)
2. Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu [Model RC737] (1985, MSX)
- STAFF -
Staff: S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (apr.22, 1985) "Yie Ar Kung-Fu [Model RC802]"
[JP] Sony PlayStation (may.13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]"
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
[JP] Sony PS2 (oct.27, 2005) "Yie Ar Kung-Fu [Oretachi Geasen Zoku] [Model SLPM-62696]"
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (jul.18, 2007)
* HANDHELDS:
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
[JP] Nintendo GBA (may.2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]"
[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]"
[JP] Nintendo DS (mar.15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]"
[US] Nintendo DS (mar.27, 2007) "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[US] Commodore C64 [EU] (1985)
[EU] BBC Micro (1985)
[JP] MSX [EU] (jan.1985) [Model RC725]
[EU] Amstrad CPC (1985)
[EU] Sinclair ZX Spectrum (1985)
[EU] Sinclair ZX Spectrum (1986) "Konami Coin-Op Hits"
[EU] Commodore 16 (1986)
[EU] Acorn Electron
[US] Spectravideo
* OTHERS:
Windows Mobile Phones [US] (dec.13, 2007)
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] XII STAG Update submitted by XtC
XII STAG (c) 2002 Triangle Service.
A great vertical shoot'em up.
The aerial war began, you are the pilot on of a futuristic blue aircraft and must destroy and defeat using Main shot, Bomb barrier, Side-attack and Backfire-attack, every enemies and avoid the bullet hell, and eliminate powerfull bosses to clear the whole stage and reach the end and finish victorious this war!
- TECHNICAL -
Runs on the "Taito G-Net" hardware.
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto Shoot
- TRIVIA -
XII STAG was released on July 15, 2002 exclusively in Japan.
- TIPS AND TRICKS -
The high score multiplier can only be increased by attacking enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and rear attacks which are initiated automatically should any craft venture to close to your tail pipe.
- STAFF -
Graphic: Gowmer
Sound: Naoto
Program: T. Fujino
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2003)
Microsoft XBOX 360 (2013, "Shooting Love 10th Anniversary XIIZeal & Deltazeal")
* COMPUTERS:
PC (2005, "XII Stag Limited")
* OTHERS:
Window Mobile Phones (2006,"XIIZeal")
- SOURCES -
Game's ROM.
Game's screenshots.
Official website; http://www.triangleservice.co.jp/html/xiistag/index.html
Accepted [+] [X] Vs. Pinball Update submitted by XtC
Vs. Pinball (c) 1984 Nintendo.
A great pinball simulator game from Nintendo.
Enjoy a familiar pinball game where the player controls the paddles of a virtual pinball machine. The game has two screens to represent the traditional pinball table and one for a bonus mode. Play begins when the player launches a ball with the plunger from the first screen the bottom of the pinball table through the top of the screen to the second screen. Play will move to the first screen if the ball falls through the bottom of the top screen and will return to the top screen if the ball is hit back through the space at the top of the first screen. The player controls the flippers on either screen to deflect the ball to keep it from falling off the bottom of the lower screen.
Pinball has some many bonnus and also had a secondary Breakout like mode, which the player reaches by hitting the ball into a bonus hole that takes the player to a bonus stage where they control Mario carrying a platform. The object of this mode is to rescue Pauline. The player achieves this by bouncing the ball on the Mario's platform and hitting various targets, the destruction of which also earns them points. When the blocks under her are all gone, she will drop. you must catching her on Mario's platform to earns bonus points, but you must release pauline it in one of the side platforms and not let it fall, while holding the ball bounce to continue to earn points until the ball falls and go to start.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Vs. Pinball was released in the arcade as part of Nintendo's Vs. series, allowing to players to sit or stand opposite one another in order to play head to head. Vs. Pinball was released in the arcades in November 1984. Due to extra memory allocation, Vs. Pinball contains a few features that Famicom Pinball does not have, many of which increase the difficulty of the game.
Cameo in WarioWare - Twisted! (2005, Nintendo GBA) : One of 9-volt's games is based on the Arcade Pinball's bonus game.
- PORTS -
* CONSOLES:
Nintendo Famicom [Japan] (Feb.1984)
Nintendo NES [USA] (Oct.1985)
Nintendo NES [Europe] (Sep.1986)
Nintendo Famicom Disk [Japan] (May.1989)
Nintendo GameCube [Animal Crossing - Unlockable bonus game] (2001)
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [USA] (Nov.2006)
Nintendo Wii [Virtual Console] [Japan / EUR] (Dec.2006)
* OTHERS:
LCD Handheld game [Game&Watch - Multi Screen] (1983) released by Nintendo.
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Fighter 2 Update submitted by XtC
Virtua Fighter 2 (c) 1994 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" Hardware.
Screen Orientation: Horizontal
Players: 2
Control: 8-Way Joystick
Buttons: 3
=> Punch, Kick, Guard
- TRIVIA -
Virtua Fighter 2 (or VF2 for short) was released in November 1994. It was a technical knockout for its time with 300,000 polygons per second. Two times faster than the original "Virtua Fighter".
A super deformed version of this game, "Virtua Fighter Kids", was released in 1996.
Soundtrack releases:
[JP] [Audio CD] February 22, 1995; Virtua Fighter 2 Sound Track [TYCY-5410]
[JP] [Audio CD] July 26, 1995; Dancing Shadows. - Virtua Fighter 2 [TYCY-5449]
Video releases:
[JP] [VHS] February 22, 1995; Virtua Fighter 2 [CGMV] [TYVY-5004]
[JP] [VHS] April 20, 1995; Virtua Fighter 2 [Gamest Video Vol.15]
[JP] [VHS] April 26, 1995; Virtua Fighter 2 - Eternal Battle [TYVY-5006]
[JP] [Video CD] June 23, 1995; Virtua Fighter 2 [CGMV] [TYIY-5001]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Akira] [TYVH-5004]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jacky] [TYVH-5005]
[JP] [VHS] November 08, 1995; Wheel of Fortune - Virtua Fighter 2 [Sarah] [TYVH-5006]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lau] [TYVH-5007]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Pai] [TYVH-5008]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Wolf] [TYVH-5009]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jeffry] [TYVH-5010]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Kage] [TYVH-5011]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Shun] [TYVH-5012]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lion] [TYVH-5013]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [The Unknown] [TYVH-5014]
[JP] [Video CD] March 29, 1996; Virtua Fighter 2 - Wheel of Fortune The Best Bout [TYIY-5002]
Related literatures:
[JP] March 9, 1995; Virtua Fighter 2 Act.1 [Gamest Mook Vol.5]
[JP] June 20, 1995; Virtua Fighter 2 Act.2 [Gamest Mook Vol.10]
[JP] December 10, 1995; Virtua Fighter 2 Act.3 [Gamest Mook Vol.19]
Sega Saturn CG Portait Series:
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.1 Sarah Bryant [Model GS-9062]
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.2 Jacky Bryant [Model GS-9064]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.3 Akira Yuki [Model GS-9065]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.4 Pai Chan [Model GS-9066]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.5 Wolf Hawkfield [Model GS-9068]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.6 Lau Chan [Model GS-9069]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.7 Shun Di [Model GS-9070]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.8 Lion Rafale [Model GS-9071]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.9 Kage Maru [Model GS-9067]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.10 Jeffry McWild [Model GS-9072]
[JP] 1996; Virtua Fighter CG Portrait Series Vol.11 The Final Dural [Model GS-9073]
- TIPS AND TRICKS -
* Slow motion replay : Hold Punch + Kick + Dodge immediately after winning a round. This may only be done once per game.
* Replay taunt : Hold Punch, Kick, or Dodge during a replay. Another taunt is available if a round is won in less than ten seconds.
* View credits : Hold Start during demo mode.
* Alternate music : Hold Start in the brief pause before the first match of each round. Player one and two's Start butting brings up different music.
* Alternate costumes : Hold Up while choosing a fighter at the character selection screen.
* Hint : View Kage unmasked : Fight as Kage and win twenty consecutive matches. From now on, Kage's mask will fall off when he is knocked down.
* Hint : Bird in Jacky's stage : Hold all buttons and both joysticks down during Jacky's mountain stage to bring a bird that will appear in the background. It will fly over the fighter that loses the match.
* Hint : Shake high score screen : Play as Akira and get to the high score screen. Enter you initials, but do not select "End". Move Akira back as far as possible, then execute any special move.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1994)
3. Virtua Fighter Remix [Model 610-0373-02] (1995)
4. Virtua Fighter Kids [Model 610-0373-14] (1996)
5. Virtua Fighter 3 (1996)
6. Virtua Fighter 3 Team Battle (1997)
7. Virtua Fighter 4 [GDS-0012] (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 4 Final Tuned (2004)
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)
- STAFF -
Main programmer : Toru Ikebuchi
Main designer : Kazuhiro Izaki
Motion choreographer : Shin Kimura
Variety : Tetsuya Kaku
Enemy : Daichi Katagiri
Object : Kazuhiko Yamada
Character Effects : Takeshi Suzuki
Co-processor : Eisuke Miura
AI&Rank mode : Kota Matsumoto
Motion set : Shinji Ohshima
Stage Effects : Takashi Fujimura
Scroll : Goho Ogura
Motion designers : Toshiya Inoue, Takayuki Ota, Naotake Nishimura, Yasuo Kawagoshi, Kaoru Nagahama
Character designers : Tomohiro Ishii, Kaori Yamamoto
Stage designers : Toshihiro Nagoshi, Yasuko Suzuki, Takafumi Kagaya, Makoto Osaki
Texture designers : Kenji Okada, Takashi Isono, Kaznori O, Jeffry Buchanan, Yukinobu Arikawa
Scroll designer : Hideaki Kato
Motion capture : Susumu Takatsuka
Planning support : Manabu Tsukamoto, Hiroshi Masui
Publicist : Fumio Kurokawa
Sound designers : Takayuki Nakamura, Takenobu Mitsuyoshi, Youichi Ueda, Akiko Hashimoto
Special Thanks : ATTRACTIVE ACTION CLUB, ACTION DATA STUNT TEAM, 81 PRODUCE, Kazunari Uchida
Producer & Director : Yu Suzuki
- PORTS -
* CONSOLES:
[JP] Sega Saturn (dec.1, 1995) "Virtua Fighter 2 [Model GS-9079]"
[KO] Sega Saturn (1995) "Virtua Fighter 2 [Model GS-9507J]"
[US] Sega Saturn (dec.1995) "Virtua Fighter 2 [Model 81014]"
[EU] Sega Saturn (jan.26, 1996) "Virtua Fighter 2 [Model MK81014-50]"
[EU] Sega Mega Drive (1996) "Virtua Fighter [Model 1845-50]"
[BR] Sega Mega Drive (1997) "Virtua Fighter [Model 052010]" by Tec Toy
[US] Sega Genesis (mar.4, 1997) "Virtua Fighter 2 [Model 1845]"
[JP] Sega Saturn (apr.5, 1997) "Virtua Fighter 2 [Sega Saturn Collection] [Model GS-9146]"
[JP] Sony PS2 (oct.14, 2004) "Virtua Fighter 2 [Sega Ages 2500 Series Vol.16] [Model SLPM-62547]"
[US] Sony PlayStation 3 [PSN] (nov.27, 2012)
[US] [EU] [AU] [JP] Microsoft XBOX 360 [XBLA] (nov.28, 2012)
[JP] Sony PlayStation 3 [PSN] (nov.28, 2012) "Virtua Fighter 2 [Model NPJB-00251]
[EU] Sony PlayStation 3 [PSN] (dec.5, 2012)
* COMPUTERS:
[EU] PC [MS Windows 95, CD-ROM] (1997)
[JP] PC [MS Windows 95, CD-ROM] (sept.5, 1997) "Virtua Fighter 2 [Model HCJ-0127]"
[US] PC [MS Windows 95, CD-ROM] (sept.17, 1997)
* OTHERS:
Tiger R-Zone (1996)
[US] Apple iPhone/iPad (jan.20, 2011) "Virtua Fighter 2 [Model 413313931]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Revolution X Update submitted by XtC
Revolution X (c) 1994 Midway Mfg. Co.
A first-person shooter featuring the multi-platinum selling rock band Aerosmith.
It's 1996 and the US have been taken over by the New Order Nation. The group, led by their commander Mistress Helga, have declared war on youth culture, banning music, TV and video games in the process. Meanwhile at a gig in Los Angeles, members of Aerosmith are captured by the NON. With a machine gun in your hand and the strongest weapon of them all, music, it is your task to end the regime of the New Order Nation and free the Aerosmith members.
Remember... MUSIC IS THE WEAPON!
- TECHNICAL -
There are three versions of this game. One is a 3-Player dedicated cabinet, second is a 2-Player dedicated cabinet. Which is identified by the speaker grill just below the marquee same as the 3-Player version along with the folding back marquee assembly like the 3-Player version. The third version is the kit for which to change out a Terminator 2 arcade game. The 2-Player was factory with a 25 standard resolution monitor. And the 3-Player version come factory with a 33 standard resolution monitor.
Midway X Unit hardware
Main CPU : TMS34020 (@ 10 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
Revolution X was released in June 1994.
The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title).
Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.
1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.
2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.
3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.
4. The dramatic music change and palette swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.
This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'.
Michael Jackson (1958~2009) used to own this game (Serial number: 400191127). It was sold at the official Michael Jackson Auction on April 24th, 2009.
On May 8th, 2014 at the Regency 8 Cinema and Arcade, located at I-75 and Hwy 192 London, KY 40741, player John Bullard, under the initials JLB reached a high score of 4,099,990 on the original arcade cabinet, without cheating.
- UPDATES -
Rev. 1.0 has an extra area added located in the Pacific Rim Stage.
- TIPS AND TRICKS -
* "Trog"!: To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.
The reason behind Trog's inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!
* Game Lock-Up: If you manage to blow up the NON bus while it is going off screen at the end of the level the game wil freeze up. The coins can still be put in the machine and you can add more players but the game just stand there until the operator resets the machine.
- STAFF -
Directed and produced by : George N. Petro, Jack E. Haeger (JEH)
Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch
Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead
Music and sound : Chris Granner
DCS sound system : Matt Booty, Ed Keenan, Rk140
Guitar solos : Vince Pontarelli
Executive producers : Neil Nicastro, Ken Fedesna
Sales : Joe Dillon
* CAST :
Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)
Headmistress Helga / Cage Dancer : Kerri Hoskins
Nonboys : Steve Beran
Skate Troopers / Everdrones : Jack E. Haeger (JEH)
Berzerkers : John Larrieu
Yellow Jackets / Nomatives : Sal Divita
Non Ninjas : Tony Marquez
Kemmitechs : John Vogel
Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood
Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker
Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis
Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis
Hardware : Steve Correll, John Lowes, Ray Macika
Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko
Costumes : Cindy Maniates
Hair and makeup : Sher Williams, Tina Gazaldo
Custom Props : Mark Runyan
Model Builders : Rodney Carter, Dean Milano
Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma
Catering : Rich Christian
Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg
Photographer : Bryan Friedman
Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers
Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss
Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU)
Aerosmith international fan club president : Juan Sirrakah
Llamas trained by : Nicholas Petro
- PORTS -
* CONSOLES:
Nintendo Super NES (1994)" Revolution X [Model SNS-AXRE-USA]"
Sega Mega Drive (1994)
Sega 32X [Unreleased Prototype]
Sega Saturn (1996)
Sony PlayStation (1996) "Revolution X [Model SLUS-00012]"
* COMPUTERS:
PC [MS Windows, CD-ROM] (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] "Video Olympics [Model CX2621]" (oct.1977)
Sega Genesis/Mega Drive
[US] "Arcade Classics [Model MK-1715]" (1996)
[EU] "Arcade Classics [Model 1715-50]" (1996)
Sony PlayStation
[US] "Atari Anniversary Edition Redux [Model SLUS-01427]" (2001)
[EU] "Atari Anniversary Edition Redux [Model SLES-03808]" (mar.1, 2002)
Sega Dreamcast
[US] "Atari Anniversary Edition [Model T-15130N]" (jul.2, 2001)
Tapwave Zodiac
[US] "Atari Retro" (2004)
Microsoft XBOX
[US] "Atari Anthology [Model 26084]" (nov.16, 2004)
[EU] "Atari Anthology" (nov.26, 2004)
[JP] "Atari Anthology [Model B7X-00001]" (aug.4, 2005)
Sony PS2
[US] "Atari Anthology [Model SLUS-21076]" (nov.22, 2004)
[EU] "Atari Anthology [Model SLES-53061]" (feb.18, 2005)
Sony PlayStation 4
[US] "Atari Flashback Classics Vol.1" (oct.18, 2016)
Microsoft XBOX One
[US] [EU] "Atari Flashback Classics Vol.1" (nov.1, 2016)
* HANDHELDS:
Sega Game Gear
[US] "Arcade Classics" (1996)
Nintendo DS
[UK] "Retro Atari Classics [Model NTR-ATAE-UKV]" (mar.11, 2005)
[EU] "Retro Atari Classics [Model NTR-ATAE-EUR]" (mar.11, 2005)
[US] "Retro Atari Classics [Model NTR-ATAE-USA]" (mar.16, 2005)
[JP] "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" (june.30, 2005)
[AU] "Retro Atari Classics [Model NTR-ATAE-AUS]" (nov.2007)
[US] "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" (nov.2, 2010)
[EU] "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" (feb.24, 2011)
Nintendo Game Boy Advance
[US] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" (aug.21, 2005)
[EU] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" (sept.23, 2005)
Sony PSP
[US] "Atari Classics Evolved [Model ULUS-10325]" (dec.19, 2007)
[AU] "Atari Classics Evolved" (mar.7, 2008)
* COMPUTERS:
Tandy Color Computer 3
[US] "Ponk" (1987)
PC [MS Windows, CD-ROM]
[EU] "Atari Arcade Hits 1" (1999)
[US] "Atari Arcade Hits 1" (jul.13, 1999)
[US] "Atari Anniversary Edition" (jul.9, 2001)
[EU] "Atari Anniversary Edition" (dec.14, 2001)
[US] "Atari Retro" (jan.1, 2003)
[US] "Atari - 80 Classic Games in One! [Model 25069J]" (nov.11, 2003)
[EU] "Atari - 80 Classic Games in One! [Replay]" (june.10, 2005)
[EU] "Atari Arcade Hits 1 [Replay]" (june.17, 2005)
STEAM
[US] "Atari Vault [Model 400020]" (mar.24, 2016)
* OTHERS:
[US] Magnavox "Odyssey [Model ITL 200]" (1972)
[US] Universal Research "Video Action [Model VA-I]" (1973)
[UK] The Sales Team "Videomaster Home T.V. Game [Model VM577]" (1974)
[US] Executive Games "Television Tennis [Model 035]" (1975)
[US] First Dimension "Video Sports [Model FD-3000W]" (1975)
[US] Magnavox "Odyssey 100" (1975)
[US] Magnavox "Odyssey 200" (1975)
[US] Sears "Tele-Games Pong [Model 25796]" (1975)
[US] Universal Research "Video Action [Model VA-II]" (1975)
[UK] "Videomaster Olympic [Model VM3-D]" (1975)
[EU] "Videomaster Rally [Model VM4]" (1975)
[US] Allied's "Name of the Game [Model A-100]" (1976)
[US] Allied's "Name of the Game II [Model A-300]" (1976)
[CA] Canadian Tire "Video Sports [Model 84-6072]" (1976)
[US] Coleco "Telstar [Model 6040]" (1976)
[US] Coleco "Telstar Classic [Model 6045]" (1976)
[US] Atari "Pong [Model C-100]" (1976)
[UK] Binatone "TV Gaming Unit [Model 01-4990]" (1976)
[FR] Pizon Bros. "Visiomatic 101" (1976)
[FR] Pizon Bros. "Visiomat 11" (1976)
[US] Entex "Gameroom Tele-Pong" (1976)
[US] First Dimension "Video Sports [Model 76]" (1976)
[US] First Dimension "Video Sports [Model 76C]" (1976)
[US] GHP "Wonder Wizard - Television Sports Games [Model 7702]" (1976)
[US] Lloyds "TV-Sports 801" (1976)
[US] Magnavox "Odyssey 300" (1976)
[US] Magnavox "Odyssey 400" (1976)
[US] Magnavox "Odyssey 500" (1976)
[US] MECCA "TV Game [Model EP 460]" (1976)
[DE] Mestron "Fernseh Spiel [Model TVG 2006]" (1976)
[US] Montgomery-Ward "Telstar Video World of Sports" (1976)
[US] National Semiconductor "Adversary" (1976)
[FR] Occitane "OC4" (1976)
[FR] Occitane "Occitel" (1976)
[AU] Packel Instrument "TV Sport" (1976)
[UK] "Prinztronic Tournament - Colour Programmable 2000" (1976)
[US] Radio Shack "Electronic TV Scoreboard [Model 60-3061]" (1976)
[US] MSC "Ricochet [Model MT1A]" (1976)
[US] Ridgewood "GAMATIC 7600" (1976)
[US] Dyn "Paddle IV" (1976)
[US] Sears "Tele-Games Super Pong [Model 99736]" (1976)
[US] Sears "Tele-Games Super Pong IV [Model 99737]" (1976)
[US] Sears "Tele-Games Hockey-Pong [Model 99721]" (1976)
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research "Video Action [Model VA-III]" (1976)
[US] Universal Research "Video Action Indy 500 [Model S-100]" (1976) : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari "Ultra Pong [Model C-402S]" (1977) : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco "Telstar Ranger [Model 6046]" (1977) : contains 6 games.
[US] Coleco "Telstar Alpha [Model 6030]" (1977) : contains 4 games.
[US] Coleco "Telstar Colormatic [Model 6130]" (1977) : contains 4 games.
[US] Coleco "Telstar Regent [Model 6036]" (1977) : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox "Odyssey 2000" (1977) : contains 3 games.
[US] Magnavox "Odyssey 3000" (1977) : contains 4 games.
[US] Magnavox "Odyssey 4000" (1977) : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6S]" (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6V]" (1977) : contains 6 games.
[JP] Sharp "Color TV-Game [Model XG-106V]" (1977) : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Occitane (SOE) Match Robot (1977) : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis II [Model 99733]" (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis III [Model 99734]" (1977) : contains 4 games.
[US] Sears "Tele-Games Super Pong IV [Model 99789]" (1977) : contains 10 (5x2) games.
[US] Sears "Tele-Games Pong Sports II [Model 99707]" (1977) : contains 16 games.
[US] Sears "Tele-Games Pong Sports IV [Model 99708]" (1977) : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada "Colorsport VIII [Model CS 1818]" (1978)
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Occitane (SOE) OC 5000 : contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games [Model KTC-7700] (17?)
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) : hidden game in "Mortal Kombat II"
[US] Mobile phone [Motorola T720] (2003)
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] "Atari Flashback 2+" (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Kid no Hore Hore Daisakusen Update submitted by XtC
キッドのホレホレ大作戦 (c) 1987 Nichibutsu.
(Kid no Hore Hore Daisakusen)
An action arcade game
- TECHNICAL -
The board consists of two PCB's connected with two ribbon cables.
* PCB 1:
Main CPU: Motorola 68000 (@ 8 Mhz)
ROMS: 1 - 8
* PCB 2:
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM3526 (@ 4 Mhz), (2x) DAC
ROMS: 9 - 16
Players: Up to 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Kid no Hore Hore Daisakusen was released in April 1987 in the Japanese arcades.
The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation'.
It was originally to be entitled Booby Kids in an early prototype, but the name was ultimately changed. An Italian bootleg / hack of this game is known as "Booby Kids".
- STAFF -
Sound composers: Kenji Yoshida, Hiroshi Funaba
- PORTS -
While this game was ported to a few home systems, it's legacy is a little strange. It was first ported to the Famicom under its original title, Booby Kids, with entirely different levels, and was given a sequel on the Game Boy known as Booby Boys. The game's concept was converted for play on the PC Engine, but was changed to make use of a license to use the Doraemon character and released as Doraemon: Meikyuu Daisakusen. When the game was localized for play in the United States on the Turbo Grafx-16, the Doraemon character was removed, and the original player sprite was restored, but the game was entitled Cratermaze.
* CONSOLES:
[JP] Nintendo Famicom (1987) "Booby Kids [Model NBF-BB]"
[JP] Nintendo Game Boy (june.25, 1993) "Booby Boys [Model DMG-B8J]"
[JP] NEC PC-Engine (1990) "Cratermaze"
[JP] NEC PC-Engine "Doraemon Meikyuu Daisakusen" - featuring Doraemon characters.
[JP] Sony PS4 [PSN] (feb.12, 2016) "Arcade Archives - Kid no Hore Hore Daisakusen [Model CUSA-04419]"
[US] Sony PlayStation 4 [PSN] (apr.26, 2016) "Arcade Archives - Kid's HoreHore Daisakusen [Model CUSA-05203]"
[EU] [AU] Sony PlayStation 4 [PSN] (aug.30, 2016) "Arcade Archives - Kid's HoreHore Daisakusen [Model CUSA-05577]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] Update submitted by XtC
餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku].
(Garou Densetsu 3 - Harukanaru Tatakai)
During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-069
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons Per Player.
[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick
- TRIVIA -
Garou Densetsu 3 was released in March 1995 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'.
Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game.
This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'.
Things that changed in this particular game:
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style.
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.
Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)
Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995.
- TIPS AND TRICKS -
Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei.
One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!
Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine!
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Bob Wilson, Hon-Fu : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 21, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]")
[JP] SNK Neo-Geo CD (Apr. 28, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]")
[JP] Sega Saturn (june.28, 1996; "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]")
[JP] Sony PS2 (jul.20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 & [EU] (2006; "Fatal Fury Collection")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
* COMPUTERS:
PC [MS Windows 9x] [JP] (Sep. 19, 1996; Garou Densetsu 3 - Harukanaru Tatakai)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Chack'n Pop Update submitted by XtC
Chack'n Pop (c) 1984 Taito.
Chack'n Pop is considered by many to be the precursor to the venerable game Bubble Bobble. The cast consists of two enemies that would later be seen in Bubble Bobble. Many fans of the Bubble Bobble series may find Chack'n Pop less fun to play due to its high degree of difficulty.
The game puts the player in the role of Mr. Chack'n, who must rescue all of the hearts that were stolen during a romantic interlude between him and Miss Chack'n. Chack'n is an interesting character with equally interesting abilities. He can toss two bombs, only one in each direction at a time. He can also effortlessly go from walking on the floor to walking on the ceiling. If the ceiling is low enough, Chack'n can extend his legs until his head touches the ceiling to immediately begin walking on it.
Chack'n must use his bombs to release the captured hearts from their cages. Once all of the hearts are freed, he can escape through the top right corner of the maze. Along the way, purple Monstas will be trying to stop Chack'n simply by colliding with him. Chack'n can use his bombs to defeat the Monstas, but the limited use he has over them makes the bombs an unreliable attack method. Once Chack'n spends enough time in a maze, it is not uncommon for him to become completely overwhelmed by the presence of the Monstas.
- TECHNICAL -
Prom Stickers : A04
Main CPU : Zilog Z80 (@ 2.35 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Even if titlescreen says MCMLXXXIII (1983), Chack'n Pop was released in April 1984 in Japan.
The graphics roms contain unused sprites for a character that looks identical to the mechanical wind-up 'Zen-Chan' that later appeared in "Bubble Bobble".
Even though Chack'n battles Monstas and Mightas in this game, he would fight on their side 13 years later in "Bubble Memories - The Story of Bubble Bobble III".
A copyright string is hidden in the ROM a04-05 at 0x1EC6:
83 TAITO CORPORATION
PROGRAMMED BY JUN.
- TIPS AND TRICKS -
Maze 1
The first maze is a purely introductory maze. It teaches you the basics of the game. If you're new to the game, get to know the way that Chack can move through the maze. The first two Monstas make and easy multiple kill target, as do the two Monstas on the bottom if you're will to wait for both of them to hatch. If you happen to die on this level, you will not lose a life, but you will automatically be sent to Maze 2.
Maze 2
This is the first real stage. There are multiple paths that you can take to reach the single heart in the lower right corner. If you are concerned with the number of Monstas that may appear, be preemptive and bomb some of the eggs. Once you free the heart, you must come back to the center of the lowest level in order to progress to the top of the stage where the exit is.
Maze 3
There are two hearts in this stage. It makes the most sense to free the heart on the left first, and the heart on the second last. Eliminate as many eggs as you can unless you want to earn a completion bonus. Since you have many choices as to how you can get from the left heart to the first heart, proceed cautiously, and take the paths that are least occupied. Send bombs ahead of you in case any Monstas decide to hunt you down.
Maze 4
This maze contains easily identifiable walls that can be broken by your bombs. Use your bombs to open up pathways that give Chack access to the hearts. Free the higher heart first, then drop down to free the lower left heart. Try to clear out Monstas and their eggs in advance of your arrival. Once you free the left heart, you can take the lower path that crosses the boundaries of the screen, allowing you to move from the left side of the screen to the right side. Traveling back up the right side can be risky since you can't bomb up, only down. Travel back to the opposite side of the screen if you need to return to safety, but remember, the Monstas can follow you.
Maze 5
Maze 5 is the first maze that features water vials. They are essential to your escape from this maze. Free the heart closest to your starting point. In the process, you should break the water vial nearby, and water will begin to fill the bottom of the screen. Free the vial below it, and cross the screen boundary at the bottom of the screen. Carefully climb back up the right side, and free the right heart as well as one more water vial by throwing a bomb as last as possible while you are hanging from the ceiling to the left of the heart. By the time you do this, there should be enough water in the maze to allow you to swim to the L shaped platform in the center of the lower level. From here, you can climb up through the middle of the screen and reach the exit. Breaking more vials doesn't help you, but it won't really hurt you either. Just remember that bombs don't work underwater.
Maze 6
This maze introduces a moving platform that can (infrequently) kill Monstas for you. The platform in this stage isn't vital to your escape, but it can come in handy. Work your way towards the bottom of the maze. Free the right heart as soon as you like, but approach the left heart carefully, as you're an easy target in the narrow tunnel. Once you reach the gap beneath the left heart, push up so that Chack extends his legs into the gap. He will never be able to rise above it, but when he is at his highest, drop a bomb on both sides so that the bomb comes to rest above the gap. When they explode, they will each break a corner of the cage, freeing the heart and opening the way out.
Maze 7
This maze looks deceptively simple, but the position of the hearts puts Chack in danger of getting attacked by Monstas, as a lot of backtracking is necessary. Either proceed cautiously by bombing as many eggs as possible, or move quickly through the maze before the eggs have a chance to hatch and overwhelm you. This maze can be particularly tricky to escape from once you're on the bottom.
Maze 8
Just after you start this maze, some of the decision making is taken off your hands as you are forced down the left alley. Move quickly to reach the lower heart and use the same technique that you used in Maze 6 to free the hearts by rising up and throwing bombs just as Chack's head clears the gap. Make your way back up to the top and free the higher heart. Once you do that, you are forced to fall to the bottom of the right side of the screen where you must cautiously advance to the exit at the top.
Maze 9
Maze 9 features another moving platform. Unlike the one before, this one is vital to your escape from the maze. In order to free the left heart, you must toss a bomb to the left as late as possible as you hang from the ceiling to the right of the cage and move to the left. If you release the bomb too early, it will fall to the floor below. The lower heart is easier, but you must travel towards the center of the lower level to begin your escape. Once you reach the moving platform, let it drop you off on the ledge to the left. Get back on top of it, hop over the obstacle along the platform's path, and ride the platform to the right side of the maze.
Maze 10
This is the last water vial maze and it can be particularly challenging. Start by dropping to the bottom and crossing the screen boundary to reach the right side. Climb up to the top and break the three water vials. Return to the middle of the screen and cross to the left. Free the right heart and break the vial in the center. There should now be enough water for you to swim to the gap on the left side of the screen that would allow you to climb up to the heart on the left. Once the heart is freed, the exit is clear, but the path to it can be quite deadly, especially if the water is full of Monstas. Only careful removal of the Monstas can ensure you with a safe path to the exit.
Maze 11
Maze 11 features a moving platformt that is both a friend and a foe. It moves slightly more erratically (although predictably) and is necessary to go from the left heart to the right heart. Both hearts must be freed by tossing a bomb from far away while hanging upside down. Once the left heart is freed, hang from the moving platform and exit to the left. Climb up over the to the first block above the platform. Cross over to the second block when the platform passes beneath both blocks. Then ride the platform over to the right where you can free the second heart and make your escape.
Maze 12
This maze features breakable blocks that must be destroyed to create the path to each heart and the exit. From the start, you will be forced to break blocks that cross the screen boundary not once, but twice. Once you're back on the left side, you can free the lower heart, and work your way to the higher heart. As a general rule, try not to destroy more walls than you need to, as they provide Chack with a defense against too many Monstas, as well as making it easier for him to navigate the maze.
Maze 13
The platform that moves back and forth in this maze blocks one pathway to one heart or the other. It doesn't matter which one you go after first, although it's a little faster to take the right path first. To get the right heart, you must pass above the heart first and fall down to the right of it in order to pitch a bomb over by the cage. Once you collect it, you must climb up the alley to the right of the platform. The left heart is a little more straightforward. Once you free both hearts, you must cross the screen boundary to reach the small tunnel that leads to the exit. Beware of any Monstas that might be remaining on that side.
Maze 14
As the last level, this maze can be particularly challenging to navigate. Certain regions of the maze can only be reach by cross the screen boundary. There are a lot of breakable walls in this stage, but the color difference is slight enough to be deceptive. Keep an eye out of all of them, and pay attention the avenues that are made available by destroying them. The exit can only be reached by crossing the screen boundary at the highest point on the left, and that can only be reached by falling through the breakable wall to the right of the higher heart. Finish this maze to view an ending before you start back over on maze 2.
- STAFF -
Programmed by: JUN.
Music by: Yoshino Imamura
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1985) "Chack'n Pop [Model C-52]"
[JP] Nintendo Famicom (may.24, 1985) "Chack'n Pop [Model 02 TF-4500]"
[TW] Sega SG-1000 (198?) "Da Yu"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* HANDHELDS:
[AS] Sony PSP (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
[KO] Sony PSP (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
[JP] Sharp X1 (1984)
[JP] MSX (1985)
[JP] NEC PC-6001 Mk2 (1984)
[JP] NEC PC-88 (1985)
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
- SOURCES -
Game's ROM.
Accepted [+] [X] 1942 Update submitted by XtC
1942 (c) 1984 Capcom.
1942 is a vertically-scrolling shoot-em-up set in the Pacific theatre during World War II, in which the goal is to reach Tokyo and destroy the entire Japanese air fleet.
The player pilots a plane dubbed the 'Super Ace' and has to shoot down waves of enemy planes while avoiding incoming enemy fire. The 'Super Ace' can perform a limited number of rolls or 'loop-the-loops' to evade enemy planes and shots. Just two lives are given to the player.
During the game, waves of red enemy planes periodically appear. If the player manages to destroy a red wave, a power-up, in the form of a 'POW' symbol, will be dropped and can be picked up. The power-up will award either increased fire-power (doubling the player's guns from two to four), a smart bomb that destroys all on-screen enemy planes the instant it's collected, two wingmen planes that flank the Super Ace and increase fire power, or simply extra points.
At the end of each stage the 'Super Ace' lands on an aircraft carrier and bonus points are awarded based on player performance. 1942 differs from other games in that its levels are numbered in reverse order, so the game begins at stage 32 and ends at stage 1.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)
Screen Orientation: Vertical.
Screen Resolution: 256x224
Refresh Rate: 60Hz
Palette colours: 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
1942 was released in December 1984 in Japan. 1942 wasn't a Yoshiki Okamoto title, but designed by his former-classmate who joined Capcom a few years afterwards.
The plane is a lockheed P-38 Lightning, the same type which was flown by Richard Bong in the Second World War. He was America's top ace, credited with shooting down 40 Japanese planes.
It was the first Capcom title to spawn a successful series of sequels, with six titles in the 19XX line released from 1984 to 2000.
Stage names:
Stages 32–29: Midway
Stages 28–25: Marshall
Stages 24–21: Attu
Stages 20–17: Rabaul
Stages 16–13: Leyte
Stages 12–09: Saipan
Stages 08–05: Iwojima
Stages 04–01: Okinawa
After the last boss plane on stage 02 is destroyed the screen displays:
CONGRATULATION
YOU ARE THE BEST OF PLAYER !
FIGHT LAST ONE STAGE
Stage 01 is displayed as LAST STAGE.
After the last stage is complete the screen displays :
WE GIVE UP!
SPECIAL BONUS
10000000 PTS
GAME OVER
PRESENTED BY CAPCOM
PS. HOPE OUR NEXT GAME.
(c) CAPCOM
Default High-score table ('Top 5 ranking score!!') :
TOP 40000 (c) CAPCOM 0
2ND 35000 ALL 0
3RD 30000 RIGHT 0
4TH 25000 RESERVED 0
5TH 20000 EXEDEXES 0
In the default high-score table, some previous Capcom Games appear. Since the Demo Mode only shows the top five, you need to play the game and to make a score of approximately 10,000 points (To enter in the top ten).
The number 5 (20,000 points) appears as 'EXEDEXES'.
Number 6 is 'VULGUS' (9,999 points).
Number 7 is 'SONSON' (8,888 points).
Number 8 is 'HIGEMARU' (7,777 points).
Number 9 is again 'EXEDEXES' (6,666 points).
The game ROM contains an unused Bomb sprite and an unused Star bonus items sprite.
Martin Bedard of Saint-Lazare, Quebec, Canada holds the record for this game with 13,360,960 points on November 19, 2006.
Soundtrack album releases :
Capcom Game Music (28XA-94) (August 25, 1986) [Alfa Record]
Capcom Game Music [Reprint] (SCDC-00193) (June 19, 2002) [Scitron Discs]
Legend of Game Music~Premium Box (SCDC-00410~7) (March 24, 2005) [Scitron Discs]
- UPDATES -
In the two oldest versions of the game, there's a bug in the scoring system for earning bonus lives. This bug was fixed in Revision B.
- SCORING -
Small planes are 30, 50, 70, 100, 150, or 200 points each.
The small red planes that fly formations of five or ten are 100 points each. Shooting all the planes in the five-plane formation awards 500 bonus points. Shooting all the planes in the ten-plane formation awards 1,000 bonus points. In both cases, when the last plane of a formation is destroyed, a power-up marker appears and is worth 1,000 points when picked up.
Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5,000 points when picked up.
Medium size planes are 1,000 or 1,500 points each.
Large bomber planes start at 2,000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9,000 points. When the player's ship is destroyed, the score for the bombers is reset back to 2,000 points.
There are four boss planes. They appear at the end of stages 26, 18, 10, and 02:
The stage 26 boss plane is worth 20,000 points.
The stage 18 boss plane is worth 30,000 points.
The stage 10 boss plane is worth 40,000 points.
The stage 02 boss plane is worth 50,000 points.
For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.
At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50,000 points (in older revisions, the game displays 10,000 points bonus but 50,000 points are actually awarded).
95-99% = 20,000 points
90-94% = 10,000 points
85-89% = 5,000 points
80-84% = 4,000 points
70-79% = 3,000 points
60-69% = 2,000 points
50-59% = 1,000 points
Under 50% = 0 points
Unused loops are 1,000 points each.
Finishing the final stage awards 10,000,000 points.
- TIPS AND TRICKS -
* On Stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all five of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.
* On stages with the wingman power-ups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.
* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.
* Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them.
* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.
* The end of stage bonus for 100% shooting down is actually 50,000 points, even though the game displays a 'special' bonus of only 10,000 points.
When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.
* There are six kinds of powerups : Quad fire, destroy all enemies on screen, two wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.
Quad fire power-ups are found on Stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies power-ups are found on Stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman power-ups are found on Stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life power-ups are found on Stages 27, 20, 15, 08, and 04.
Stop shooting power-ups are found on Stages 27 and 15.
Extra loop power-ups are found on Stages 23, 18, 17, 13, 09, and 05.
* % and point up Stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.
* If the player earns enough bonus planes so that ten ships or more are in the reserve, the ten remaining ships indicators are replaced by the Greek letter Sigma (?).
- SERIES -
1. 1942 (1984)
2. 1943 - Midway Kaisen (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack [B-Board 89625B-1] (1990)
5. 19XX - The War Against Destiny [Green Board] (1995)
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)
- STAFF -
Designed by: Yasushi Okawara
Programmed by: Tamio Nakazato
Backgrounds by: Kuramo-san
Music by: Ayako Mori
Hardware designed by: Hiroshi Maki
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (dec.11, 1985) "1942 [Model CAP-19]"
[US] Nintendo NES (nov.1986) "1942 [Model NES-NF-USA]"
[JP] Sega Saturn (aug.27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]"
[JP] Sony PlayStation (aug.27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model SLPS-01535]"
[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 1 - Wings of Destiny [Capcom Generations Disc 1] [Model SLES-01881]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]"
[JP] Nintendo Wii [Virtual Console Arcade] (dec.21, 2010)
[AU] [EU] Nintendo Wii [Virtual Console Arcade] (jan.21, 2011)
[US] Nintendo Wii [Virtual Console Arcade] (jan.24, 2011)
[JP] Sony PlayStation 3 [PSN] (feb.19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
[EU] Sony PlayStation 3 [PSN] (feb.20, 2013) "Capcom Arcade Cabinet"
[JP] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet"
[EU] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet"
[AU] Microsoft XBOX 360 [XBLA] (feb.21, 2013) "Capcom Arcade Cabinet"
[US] Sony PlayStation 3 [PSN] (apr.16, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]"
[US] Microsoft XBOX 360 [XBLA] (apr.17, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]"
[US] Sony PlayStation 3 [PSN] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
[US] Microsoft XBOX 360 [XBLA] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Nintendo Game Boy Color (may.2000) "1942 [Model CGB-AQ4E-USA]"
[EU] Nintendo Game Boy Color (aug.24, 2001) "1942 [Model CGB-AQ4E-EUR]"
[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]"
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1986)
[US] [EU] Commodore C64 (1986)
[JP] MSX (1986)
[JP] MSX2 (1986)
[EU] Amstrad CPC [Disk] (1986) by Elite
[EU] Amstrad CPC [Tape] (1986) Encore Edition by MCM
[EU] Amstrad CPC [Tape] (1986) Elite
[EU] Sinclair ZX Spectrum (1987) Budget Edition
[EU] Sinclair ZX Spectrum (1987) Encore Edition by Elite
[EU] Sinclair ZX Spectrum (1987) Encore Edition by MCM
[JP] FM-7 (may.1987)
[EU] Amstrad CPC (1987) "6-Pak"
[EU] Amstrad CPC (1988) "Frank Bruno's Big Box"
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[EU] Amstrad CPC (1990) "Top 17"
[US] PC [CD-ROM] (2003) "Capcom Arcade Hits Volume 2"
[US] PC [CD-ROM] (dec.21, 2004) "Capcom Coin-Op Collection Volume 1"
* OTHERS:
[US] Apple iPhone/iPad (nov.4, 2010) "Capcom Arcade [Model 397347348]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Space Harrier Update submitted by XtC
Space Harrier (c) 1985 Sega.
Space Harrier is a sprite-scaling 3D shoot-em-up set in the 'Fantasy Zone'; a surreal world composed of abstract structures and a checkerboard landscape. The game's enemies are as abstract as its setting; with creatures including prehistoric Mammoths, alien pods, giant mushrooms and, at the end of most stages, a huge, fireball-spitting Chinese Dragon.
The player's on-screen counterpart carries a portable jetpack under his arm which allows him to fly. The player can also run along the ground to avoid overhead structures and enemies.
In addition to its flight capability, the jetpack is also equipped with a laser, used to destroy both the game's many enemies as well as some (but not all) obstructions, such as the trees and floating rocks on the first stage.
Space Harrier has a total of 18 stages, each with a boss fight at the end. Three exceptions are the bonus stages (5th and 12th) and the 18th stage, which is a 'boss rush' featuring some of the bosses encountered up to that point.
- TECHNICAL -
[1] [Sit-Down model]
[2] [Rolling model]
[3] [Upright model]
Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)
- TRIVIA -
Space Harrier was released in October 1985 in Japan.
The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.
In an early version of the game before it was released, the player controlled a spaceship instead of a flying man with a gun.
Sountracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Oct. 17, 1997 - Yu-Suzuki produce Hang-On / Space Harrier [MJCAX-00001]
Library:
[JP] Jan. 10, 1989 - Space Harrier - White Dragon no Yuusha [Bouken Game Book]
- TIPS AND TRICKS -
There's an Easter egg which causes a credit from Yu Suzuki, as well as a build date, to appear on the screen. To trigger this text, at the start of a stage (before the stage name disappears), press Shot-3 six times, Start eight times, then Shot-3 again. Note that any misstep in this sequence will reset the whole process.
- SERIES -
1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Designed by: Yu Suzuki (YU.)
From highscore table: (KAN), (KAW), Satoshi Mifune (BIN), (TUD), (NAG), (ASO)
Music by: Hiroshi Miyauchi
- PORTS -
* CONSOLES:
Sega Mark III [JP] (dec.21, 1986) "Space Harrier [Model G-1310]"
Sega Master System [US] (1987) "Space Harrier [Model 7001]"
[EU] Sega Master System (aug.1987) "Space Harrier [Model 7080]"
[JP] NEC PC-Engine (dec.9, 1988) "Space Harrier [Model H67G-1002]"
[JP] Nintendo Famicom (jan.6, 1989) "Space Harrier [Model TFC-SO]"
NEC TurboGrafx-16 [US] (1990) "Space Harrier [Model TGX040025]"
Sega Genesis 32X [US] (1994) "Space Harrier [Model 84505]"
Sega Mega Drive 32X (1994) "Space Harrier [Model 84505-50]"
Sega Super 32X [JP] (dec.3, 1994) "Space Harrier [Model GM-4005]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Sega Ages] [Model GS-9108]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Limited Special Set] [Model GS-9111]"
Sega Dreamcast [JP] (dec.20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (sept.25, 2003) "Space Harrier [Sega Ages 2500 Vol.4] [Model SLPM-62384]"
[JP] Sony PS2 (oct.27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"
Nintendo Wii [Virtual Console Arcade] [JP] (mar.26, 2009)
Nintendo Wii [Virtual Console Arcade] [EU] (may.29, 2009)
Nintendo Wii [Virtual Console Arcade] [US] (june.15, 2009)
Microsoft XBOX 360 [US] (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 60834]"
Sony PlayStation 3 [KO] (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (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]"
Sony PlayStation 3 [EU] [AU] (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"
* HANDHELDS:
[JP] Sega Game Gear (dec.28, 1991) "Space Harrier [Model G-3212]"
Sega Game Gear [US] [EU] (1991) "Space Harrier [Model 2314]"
Nintendo 3DS [eShop] [JP] (dec.26, 2012) "3D Space Harrier [Model CTR-JSHJ-JPN]"
Nintendo 3DS [eShop] [US] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHE-USA]"
Nintendo 3DS [eShop] [EU] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-EUR]"
Nintendo 3DS [eShop] [AU] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-AUS]"
* COMPUTERS:
[EU] Amstrad CPC (1986) "Space Harrier [Disc]"
[EU] Amstrad CPC (1986) "Space Harrier [Cassette]"
[JP] Sharp X68000 (sept.1987) "Space Harrier [Model DP-3205003]"
[US] Commodore C64 [EU] (1987)
Fujitsu FM-7 [JP] (1987)
Fujitsu FM-77AV [JP] (1987)
[EU] Sinclair ZX Spectrum (1987)
Atari ST [US] [EU] (1988)
Commodore Amiga [US] [EU] (1989)
PC [MS-DOS, 5.25"] [US] (1989)
[JP] NEC PC 8801
[JP] Sharp X1
* OTHERS:
Tiger Handheld LCD Game [US] (19??)
Mobile phones [US] (2002)
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.