|Kal||International Rugby Simulator [Model 3138]||Update|
- TRIVIA -
Also mistakenly referred to as 'Advanced Rugby Simulator' which was the name of its Atari ST release a year later.
|Kal||International Rugby Simulator [Model 3138]||Update|
- STAFF -
Game Design: Ted Carron
Coding: Ian Dunlop
Graphics: Neil Adamson, Jason Falcus
Music: David Whittaker
FX: David Whittaker
Project Director: Tim Miller
Production: Mike Clark, Stewart Regan
Cover Illustration: Nigel Fletcher
- STAFF -
Code: Tiny Williams
Music: David Whittaker
- STAFF -
Developed by Binary Design
Programmer: Jas C. Brooke
Graphics: Ste Pickford, Jeremy Nelson
Music and Sound Effects: David Whittaker
- STAFF -
Program: Nigel Alderton
Assistant: Dan Hartley
Graphics: Ste Pickford
Music: David Whittaker
|Kal||Glider Rider [Model QSA 135]||Update|
- STAFF -
Design : John Pickford
Programming : Paul Ranson, John Pickford
Graphics : Pete Harrison, Ste Pickford
Music: David Whittaker
- STAFF -
Programming by: Dennis Travers
Music by: David Whittaker
|Kal||Zub [Model IA 0138]||Update|
- STAFF -
Game Design: John Pickford
Written by: Peter Gartside
Graphic Design: Ste Pickford
Music: David Whittaker
Sound FX: David Whittaker
Thanks to: Paul Ranson, Noelie Hodgson
- STAFF -
Music by: David Whittaker
- STAFF -
By: Herman Serrano, James Hutchby
Composer: David Whittaker
|Kal||Max Headroom [Model QSA 124]||Update|
- STAFF -
Game Designer:John Pickford, Paul Ranson
Programmer: Paul Ranson
Graphic Artist: Pete Harrison
Music and Sound Effects: David Whittaker
Loading Screen, Font: Ste Pickford
|Kal||Jail Break [Model KN 501]||Update|
- STAFF -
Developed by Catalyst Coders
Graphics by: Stuart Ruecroft
Programmed by: Neil Dodwell
Scroll and Sprite Routines by: Michael Croucher
Sprites by: Mark A. Jones
Music by: David Whittaker
|Kal||BMX Simulator [Model 3036]||Update|
- STAFF -
By: Richard Darling
Conversion by: Tim Miller
Loading Screen by: James Wilson
Music by: David Whittaker
The first true single-board computer (see the May 1976 issue of Radio-Electronics) called the "dyna-micro" was based on the Intel C8080A, and also used Intel's first EPROM, the C1702A. The dyna-micro was re-branded by E&L Instruments of Derby, CT in 1976 as the "MMD-1" (Mini-Micro Designer 1) and was made famous as the example microcomputer in the very popular 8080 "BugBook" series of the time.
|Marlon||Ninja Baseball BatMan||Update|
Ninja Baseball BatMan (c) 1993 Irem America Corp.
"Ninja Baseball Batman" is an abstract, horizontally-scrolling beat-em-up for in which up to four players control a team of robotic baseball-star ninjas who must fight their way through a variety of levels, defeating the game's many enemies.
The object of the game is to recover a number of artifacts stolen from the Baseball Hall of Fame, a task prescribed to them by the Commissioner of Baseball. Each stage takes place in several parts of the United States, with a boss character appears at the end of each stage.
The game's enemies are themed entirely around the sport of Baseball; taking the form of Baseballs, Catcher's mitts, bats etc. The game also allows players to perform combos, throws and dash attacks against multiple enemies. When a player's health bar flashes red, more moves can be performed as long as the player does not restore or completely lose health.
Health restoring food and drink items appear throughout the game, as well as throwable weapon pick-ups, including baseballs and shuriken. Occasionally players will find a pink heart, collecting this summons cheerleaders who either damage all on-screen enemies or drop a large amount of food.
The four characters of "Ninja Baseball Batman" and their traits are:
* Captain Jose - Head of the team and technician. Well-balanced and a good choice for beginners.
* Twinbats Ryno - Very fast and wields two bats, but is the weakest of the four.
* Beanball Roger - He is a powerful buster, but not as fast as others.
* Stick Straw - A long-reach hitter, making him the best choice for long-range moves.
Zero Team (c) 1993 Seibu Kaihatsu.
"Zero Team" is a horizontally-scrolling beat-em-up for up to four players in which a girl has been kidnapped by an evil gang and it's up to the Zero Team to rescue her.
Players choose to play as one of four different characters, each with their own strengths and weaknesses. The characters and their traits are:
* Ace - has very powerful flying kicks.
* Speed - is very fast.
* Spin - has a long reach and very fast hand-slap attack.
* Big-O - slow, but very strong and powerful.
Characters are able to throw and break background objects and use them against their enemies. Power-ups, health-restoring food and bonus items can be collected by breaking background objects (either by picking up and throwing them, or by simply hitting them).
"Zero Team" differs from other games of the genre by introducing gameplay elements usually only found in one-on-one fighting games. The first is the introduction of combos; players can perform a standard rapid punch attack, for example, then perform an uppercut move similar to the 'Dragon Punch' of Ken and Ryu in Capcom's "Street Fighter" series. Additionally, enemy fighters can be stunned, leaving them vulnerable to attack for several seconds.
The game consists of six stages plus two bonus stages. They are:
Stage 1: City Street/Store
Stage 2: Logistics warehouse/Marina
Stage 3: Building site/entrance to the temple
Stage 4: Sacred Temple/Marine Pier Road
Stage 5: Entrance to Skull Island/Underground
Stage 6: The Underground Temple/Final Battle
|Brian Troha||Patriot Poker||Update|
Standard Draw Poker but has 5 additional cards, 10 through Ace, with a US Flag for a Suit.
PayTable Js+ TP 3K STR FL FH 4K SF 5K RF CRF* SeqRF CSeqRF* (Bonus)
P118U 1 2 2 3 5 6 15 100 800 1000 2000 3000 5000 See Below
% Range: 95.5-97.5% Optimum: 99.5% Hit Frequency: 51.4%
Programs Available: PP0232
* Custom is the Flag suit.
MAX Bet of 5 coins Bonus Payout
Royal Flush............ 1300 6500
Flag Royal Flush....... 3000 15000
Sequential Royal Flush. 5000 25000
Flag Seq Royal Flush... 10000 50000
Sequential Royal is left to right 10, J, Q, K, A
|Marlon||Yie Ar Kung-Fu [Model GX407]||Update|
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.
|Marlon||Xexex [Model GX067]||Update|
Xexex (c) 1991 Konami.
"Xexex" is a horizontally-scrolling shoot-em-up in which players pilot a ship called the 'Flintlock' and must save the blue-haired Princess Irene of the planet E-Square from an evil lord named Klaus.
The player's ship has a detachable orb attachment called the Flint, which behaves in a similar fashion to the 'Force Device' from Irem's "R-Type" series. Power-ups can be obtained to increase the Flint's power, movement speed, change the main weapon, or even give the player an extra life.
The player starts the game armed with the Proton Laser, which emits thin stream of weak bullets. Defeating certain enemies will drop other weapons:
* Homing Laser: A 3-way laser with weak "bending" homing for top and bottom lasers.
* Shadow Laser: A laser beam that creates a damage-inflicting shadow as the ship moves up and down.
* Round Laser: An unusual spread shot (different from the overseas version's main weapon)
* Spiral Laser: A spiral laser of considerable width.
* Search Laser: A laser with strong homing that travels in square trajectories.
* Ground Laser: Fires an upgraded Proton Laser along with a laser beam that travels along the ground.
The name of the current weapon is displayed at the bottom of the screen. In the non-Japanese overseas versions, the only available weapon is the Proton Laser and picking up power-ups simply increases the spread of the weapon. Missiles are a secondary weapon.
|Marlon||X-Men - Children of the Atom [Green Board]||Update|
X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.
"X-Men: Children of the Atom" is a one-on-one fighting game based around the Marvel comics characters. Released around the time of the mid-1990s X-Men animated series of the same name, the game's plot is based on the "Fatal Attractions" story arc from the comics as players control one of the X-Men or their enemies in their fight against the villain Magneto.
Players can choose between one of six X-Men members or four of their enemies (for a total of ten selectable characters) and proceed to compete in a series of best-two-out-of-three bouts, before battling Juggernaut and then Magneto himself.
The player has an "X-Power" gauge (similar to the Super Combo gauge in "Super Street Fighter II Turbo" and the Special gauge in "Darkstalkers") that builds as the player performs regular or special moves. X-Power gauge starts at Level 1 and reaches Level 2 when it becomes half-full, at which point an Aura will begin to surround the player's character until it becomes full and reaches MAX level. Players can then perform an "X-Ability", which consumes a small portion of the X-Power gauge, or a "Hyper X", which consumes a greater portion of the same gauge. Breaking one's fall from a throw or performing a counter-throw will also consume a portion of the X-Power gauge when performed.
Other features introduced in this game include Super Jumps, the ability to roll away or towards an opponent after falling, the ability to determine the aim of a projectile move (such as Cyclops' optic blasts) and the ability to pursue an opponent after performing a throwing attack for additional attacks.
After selecting a character, the player can choose between "manual" or "automatic" blocking. By selecting to automatically block attacks, some features will not be available during gameplay.
|Marlon||X-Men vs. Street Fighter [Green Board]||Update|
X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.
"X-Men vs. Street Fighter" is a one-on-one beat-em-up for one or two players and is Capcom's third fighting game to feature Marvel Comics characters, with characters from Marvel's X-Men franchise being pitted against the cast from Capcom's own Street Fighter series.
The game uses a system similar to the style developed in "Marvel Super Heroes" and adds the tag team gameplay feature. Instead of the usual best-two-out-of-three round format, the game's matches consist of two-on-two battles between tag teams. The player controls one character at a time, while the other waits off-screen. The starting character can tag the waiting one in at any time by hitting the Hard Punch and Hard Kick buttons, which activates the 'Variable Attack'; the tag partner will jump in with an attack and taunt briefly.
During their taunt, they are vulnerable to counter-attack. The dormant character will be able to recover a portion of their vitality, while the current character is fighting. If one character loses all of their vitality, then the tag partner will automatically come to play. A match is over when both members of a team are defeated or if the timer on the match clock reaches zero.
There are other ways to bring the character's partner in; the "Variable Counter", which replaces the Infinity Counter of Marvel Super Heroes, breaks the player's guard to bring the teammate in with a counterattack at the cost of a level of super meter. Also, the "Variable Combination" is a two-character Hyper Combo (the super moves featured in the game) which costs two levels, and will switch the player's current character as long as neither character gets hit during their Hyper Combos.
The X-Men characters come largely unchanged from "X-Men: Children of the Atom" and "Marvel Super Heroes", while three characters new to the series are introduced in the form of Rogue, Gambit and Sabretooth. The Street Fighter characters use their "Street Fighter Alpha 2" forms, although their special moves were given upgrades to match the larger-than-life atmosphere of the Marvel games (for example, Ryu's Hadouken is much larger than it is in other games).
This game marks the first appearance of 'Shadaloo' depiction of Cammy, who would reappear in the console versions of "Street Fighter Alpha 2 Gold", as well as in "Street Fighter Alpha 3".
|Marlon||Wonder Boy in Monster Land [Model 317-0043]||Update|
Wonder Boy in Monster Land (c) 1987 Sega.
"Wonder Boy in Monster Land" is a multi-directional scrolling platform hack 'n' slash game with RPG elements, in which the game's hero, Wonder Boy, has seen his home of Wonderland invaded by the evil 'MEKA Dragon' and its army of minions.
At the start of the game Wonder Boy is unarmed, but the mayor of Wonder Land (as it was known before the invasion) gives him a short sword to help him in his quest. Wonder Boy has a life meter represented as a series of red hearts and whenever he sustains damage, the hearts deplete. When all the hearts are depleted, Wonder Boy dies and the game ends. As well as the life meter, there is also an Hourglass Timer at the top of the screen; whenever this runs out, Wonder Boy loses some life. The Timer can be refilled by collecting hourglasses or by visiting hospitals or taverns.
Enemies can be killed by being stabbed with the sword, with many requiring multiple hits. Bags of gold and gold coins can be found (either dropped by some defeated enemies, or appearing when players jump in certain spots) for use in the shops that appear in each stage. Players can buy upgrades to Wonder Boy's boots (for better jumping and faster running speed), shield and armour.
As well as gold and coins, there are many other items located throughout the game. These include necklaces, harps, mirrors and crowns that increase the player's score; hearts that refill the life meter; gauntlets that temporarily double Wonder Boy's attack power; helmets that temporarily provide additional protection from enemy attacks; Winged Boots that allow Wonder Boy to fly over obstacles; Revival Potions and magic mantles that make Wonder Boy temporarily invisible. Other special items hidden in the game which the player must find include letters, the flute, various charms, the bell and the ruby.
"Wonder Boy in Monster Land" is divided into twelve levels for players to battle through to reach the Meka Dragon, and each has its own unique features, items, monsters and secrets. These levels include towns, valleys, deserts, islands, and castles. Most stages include a boss that once defeated, leaves behind a key to the next stage. Defeating a boss also strengthens Tom-Tom's sword.
|Marlon||Wonder Boy [Model 315-5135]||Update|
Wonder Boy (c) 1986 Sega.
"Wonder Boy" is a horizontally-scrolling run 'n' jump game featuring a tribal-like boy whose girlfriend, Tina, has been kidnapped by the dark King. The player must guide Wonder Boy through seven areas, each consisting of four rounds, to reach the dark king and rescue his girlfriend.
The game scrolls from left to right and each round is full of platforms and obstacles to negotiate, as well as numerous enemies that must either be avoided or killed. Wonder Boy's vitality (health) constantly depletes and he must collect the fruit that regularly appears to keep his vitality topped up.
Enemies can only be killed after Wonder Boy has armed himself with a stone hammer. The hammer and other items can be found in large eggs that occasionally appear. Running into the eggs breaks them and releases their contents. Other items include a skateboard with which Wonder Boy can rush through the levels and survive one attack by an enemy and an angel that offers temporary protection and allows him to destroy foes by simply running into them.
There are also eggs that contain unpleasant surprises, including curses that deplete vitality at a faster rate or poisonous mushrooms that remove all of Wonder Boy's vitality in one go. These Bad eggs can be easily spotted, as they are covered in red spots.
There is also one doll to collect in each round that doubles the bonus points awarded at the end of the stage. If all 28 dolls are collected, an eighth area will be unlocked. The game's stages are made up of forests, hills, oceans, caves, ice palaces and occasionally mountains lands.
At the end of every area (after every forth round), Wonder Boy will encounter an incarnation of the chief antagonist as a boss character. Once defeated, the mighty lord's mask flies off and transforms into a bonus item, such as a tea cup or a piece of fruit, for the boy to collect. The evil witch doctor then makes his escape.
|Marlon||Wizard of Wor [Model 961]||Update|
Wizard of Wor (c) 1980 Midway.
"Wizard of Wor" is a maze-based shoot-em-up featuring one or co-operative two-player gameplay. In a two-player game, player one controls yellow Worriors while player two controls blue Worriors. Players are also able to shoot each other's Worriors, earning bonus points and causing the other player to lose a life. Team-oriented players can successfully advance through the game by standing back-to-back and firing at anything that comes at them.
Each single-screen dungeon consists of a grid forming walls and corridors. There are doors situated at the left and right edges of the screen that are inter-connected, making the dungeon wrap around. Whenever a door is used by a player or monster, it deactivates for a short period, making it impassable. A small radar display indicates the positions of all active monsters.
As long as a player has at least one life in reserve, a backup Worrior is displayed in a small sealed box at the corresponding bottom corner of the dungeon. When the current Worrior is killed, the box opens and the player has 10 seconds to move the back-up into play before automatically being forced in.
The various monsters include the following:
* Burwor: A blue wolf-type creature.
* Garwor: A yellow Tyrannosaurus rex-type creature.
* Thorwor: A red scorpion-like creature.
* Worluk: An Insectoid-type creature.
* Wizard of Wor: A blue wizard.
Both Garwors and Thorwors have the ability to turn invisible but will always appear on the radar. All enemies except the Worluk can shoot at the Worriors.
Each dungeon starts filled with six Burwors. In the first dungeon, killing the last Burwor will make a Garwor appear. In the second, the last two Burwors are replaced by Garwors when killed; and so on. From the sixth dungeon on, a Garwor will replace every Burwor when killed.
There will never be more than six enemies on the screen at once. On all screens, killing a Garwor causes a Thorwor to appear. From the second dungeon on, after the last Thorwor is killed, a Worluk will appear and try to escape through one of the side doors. The level ends when the Worluk either escapes or is killed; in the latter case, all point values for the next dungeon are doubled.
|Marlon||Wild West C.O.W. Boys of Moo Mesa [Model GX151]||Update|
Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.
"Wild West C.O.W. Boys of Moo Mesa" is a horizontally-scrolling platform run 'n' gun game for up to four players. The game is set in America's Wild West and is based on the cartoon series of the same name.
Players take on the roles of four recently mutated cows - now turned lawmen; the Cowlorado Kid, the Dakota Dude, Marshall Moo Montana and the shotgun-toting Buffalo Bull. The lawmen must shoot their way through enemy-packed stages to take down wanted criminals.
Controls consist of a jump and an attack button and pressing both buttons simultaneously will cause the player character to perform a stampede attack, do a spinning jump, or use any equipped item like dynamite sticks and tomahawk blades.
Numerous variety of power-up items can be found by shooting flying chickens, these include a rapid-fire Machine Gun and a Power-Up for wider bullets. Players have a three-unit life gauge that allows them to take three hits before losing a life.
The game consists of eight stages, each with a boss fight at the end, and after the first stage, players can choose in which order they want to tackle the following stages.
|Marlon||Mighty Bomb Jack [Model TCF-MB]||Update|
Mighty Bomb Jack (c) 1986 Tecmo, Limited.
"Vs. Mighty Bomb Jack" is a sequel to the original 1984 single-screen platform game. The royal family has been kidnapped by the evil Belzebut and it's up to Bomb Jack to rescue them.
Unlike the original single-screen game, the sequel features both horizontal and vertically scrolling stages. Each level is split into two parts; an action zone and a Royal Palace room. The mechanics and level designs of the Royal Palace rooms are directly lifted from "Bomb Jack". Action zones can be split up into several portions and contain power-ups that are usually hidden in treasure chests. These include money bags, Mighty Coins and Mighty Drinks.
Mighty Coins allow Jack to change colours; blue allows Jack to open orange treasure chests, orange allows him to open any treasure chest by simply touching it from the side and green transforms all enemies on the screen into coins for five seconds. Mighty Drinks add ten seconds to the game's timer. Secret passages can also be found in the action zones, activated by finding a Sphinx in a visible or hidden treasure chest.
To prevent players from becoming too greedy, the game automatically sends them to a Torture Room if they obtain more than nine Mighty Coins or 99 seconds on the game's timer. The only way to escape a Torture Room without losing a life is to complete a number of jumps, which are counted down on the screen. Once the player exits the torture room, Jack automatically loses all Mighty Coins, the timer is reset to 60 seconds and the game recommences from the beginning of the current level.
In order to rescue the royal family, the player will need to find two hidden crystal balls and collect 'S' coins. With one crystal ball, the player will be able to rescue the queen; With two crystal balls, both the Queen and the Princess can be rescued. Should the player have both crystal balls plus five or more 'S' coins, they will also capture Belzebut, which gives the player a different game ending.
"Vs. Mighty Bomb Jack" also features 'bomb rooms', these allow the player to earn bonus points or to warp further into the game.
Undercover Cops (c) 1992 Irem.
"Undercover Cops" is a horizontally-scrolling beat-em-up for up to three players in which Dr. Clayborn and his henchmen have taken control of the city. Police Commissioner Gordon has called on three of New York's Finest undercover cops: Bubba, an ex-professional football player; Flame, a former Miss America; and Claude, a retired philosophy teacher. They must fight every lackey and vanquish Dr. Clayborn in order to restore law and order to the city.
Besides the usual human thugs, players fight strange mole creatures and mutants with jet packs and blades for hands. Players can never use enemy weapons, but the stages contain objects that can be picked up and used instead, These include burning oil drums, steel girders, concrete columns that shatter on impact, boxes of hand grenades and giant fish.
As well as the standard punch and kick moves, each character also has a special attack. This move is more powerful than standard attacks but each time a special attack is executed, some of the player's health is lost.
Player characters can eat mice, frogs, birds and snails to restore their health. The game consists of five stages with a powerful enemy boss character waiting at the end of each one.
|Marlon||Area 88 [B-Board 88622B-3]||Update|
Area 88 (c) 1989 Capcom.
"Area 88" is a horizontally-scrolling shoot-em-up and is based on the Manga series of the same name. The game features characters from the original Manga and their mission is to battle their way through enemy-packed levels to stop a terrorist group known as 'Project 4'.
Players chose to fly one of three jet fighters: an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark. The player's jet fighter has an energy bar that decreases every time it takes damage. The fighter is destroyed once the energy bar is depleted.
Before entering a stage, players enter a shop and are given the opportunity to purchase special weapons or improved defences. Money for use in the shop is earned by destroying enemy planes and vehicles during play and when the stage is completed, any unused weapons are converted back into money.
The game consists of ten stages plus a bonus stage.
Sky Destroyer (c) 1985 Taito Corporation.
An excellent and challenging shoot'em up game.
The player controls a World War II Japanese monoplane of color green, furrowing the sky over enemy waters.
The pilot has to avoid missiles and destroy a variety of enemies like Submarines, Aircraft, a Navy Destroyer and a Mid-Boss Heavy bombers and the final Bosses to clear next stages and go to bonus zone.
At each new phase the colour of the sky changes according to day cycle, starts (night, Morning and afternoon) later a hostile island, could view on the horizon and the attack of the enemy becomes more intense.
|wong510w||Tehkan World Cup||Update|
Please change the game of true released year is 1986, not the false released year is 1985 (development year). Thanks to submit! ^_^
Tehkan World Cup (c) 1986 Tehkan, Limited.
- TRIVIA -
Even if titlescreen says 1985 (development year), Tehkan World Cup was released in January 1986.
|wong510w||2 on 2 Open Ice Challenge||Update|
- SOURCES -
Arabian Magic (c) 1992 Taito Corporation.
A scrolling beat-em-up game for one to four players, set in the mythical world of The Arabian Nights. A long time ago, an evil wizard has taken over the peaceful kingdom of Shahariyard and used sorcery to transform its king into a Monkey. The player must defeat each of the game's seven Guardians to reclaim the 'Jewel of Seven Colours' and release the king from the evil hex.
Each player can select from four distinctive characters: Prince Lassid, Princess Lisa, Sinbad or Afshael. Each character carries a primary weapon - Prince Lassid and Sinbad carry swords, Princess Lisa a magical veil and Afshael a mace. In addition to the weapons, players can also summon a magical attack in the form of a huge genie. The genie will only appear for a few seconds but during that time, players have control over the genie and can steer him towards enemies.
Arabian Magic has seven different stages with one of the powerful guardians awaiting the player at the end of each level. Each guardian, once defeated, will drop a jewel which forms a part of the Jewel of Seven Colours. Guardians, once defeated, will join the player and become a Genie. Each level is littered with vases and wooden chests which, when broken, reveal treasure items and power-ups.
The game ends when the player has recovered the Jewel of Seven Colours, saved the King (making him human in the process) and restored peace to Shahariyard.
|Marlon||Track & Field [Model GX361]||Update|
"Track & Field" is an athletics-themed action game for up to four players, who compete against each other in six track and field-based disciplines.
The game controls consist of two run buttons (one for each 'leg' of the athlete) and one 'Action' button. Players must hit the two run buttons alternately to build up speed and use action button to jump or throw.
In each event, there is a qualifying time or minimum score threshold that the player must achieve to advance to the next event. \failing to qualify (in one heat for track events or in three attempts in the other events) will reduce the players' number of lives by one, the game is over once all lives are lost.
"Track & Field" can accommodate up to four players, who compete in pairs in the running events and individually in the others. If there are fewer than four players, the remaining slots are played by the computer (or player "CPU"). In all multiplayer heats, however, the relative performance of the players has no effect on the game and advancing is based solely on reaching qualifying times and targets.
The six events are:
* 100M DASH - Run as fast as possible.
* LONG JUMP - Run to the take-off board then choose angle of jump (42 is the optimum angle).
* JAVELIN - Run to the line then choose angle of throw (43 is the optimum angle).
* 110M HURDLES - Run and time jumps over the hurdles.
* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is the optimum angle).
* HIGH JUMP - The athlete will run to the bar; just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.
Full Throttle (c) 1987 Taito.
"Full Throttle" is a point-to-point racing game in which the player drives a Mazda RX-7 and must reach each stage's end-of-level checkpoint before the time limit expires to progress to the next stage.
The car is equipped with a limited number of nitro boosts that gives the car a temporary burst of speed when engaged. Forked junctions appear mid-way through each stage, allowing players to choose which route they wish to take.
|Marlon||Top Hunter - Roddy & Cathy [Model NGM-046]||Update|
Top Hunter - Roddy & Cathy (c) 1994 SNK.
"Top Hunter: Roddy & Cathy" is a horizontally-scrolling beat-em-up for one or two players who take on the role of the galaxy's top bounty hunters, Roddy and Cathy, who are sent to put a stop to a colony of galactic pirates called the Klaptons, who threaten and plunder the cosmos. Four high-ranking Klaptons have taken control of four elemental planets and big rewards are offered for the capture of Sly, Misty, Mr. Bigman and Dr. Burn.
The game's action takes place on two plains, with players able to jump between the foreground and background at will. This switching mechanic is integral to getting through some parts of the game. In addition to standard jump and attack mechanics, both players have the ability to extend their arms outwards. This ability can be used to grab items and enemies, some of which can then be thrown. The arm can also be extended vertically upwards, allowing players to pull themselves up onto ledges, pull items down to them, or pull handles to trigger events, such as dropping rocks onto enemies.
Each stage has several collectables to be found, including health, weapon power-ups and extra time. At certain points during a stage, players may come across a Mecha; this is a bi-pedal mechanical walker that gives players more power. The mecha also has limited health, however and the player will be forced out of it when it starts flashing.
"Top Hunter: Roddy & Cathy" is split into four planets: Forest, Ice, Wind, and Fire and players can choose which planet to tackle first. Depending on what stage is picked first, the layout of that stage will change. For example, if the player picks the Ice world before the Forest world, the Forest world's starting layout will be different.
After completing all four worlds, the player is taken to the final stage, where they must fight a rematch with the four bosses before the final battle with the game's antagonist, Captain Klapton.
- TRIVIA -
The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize.
Mashing the attack button will make Roddy and Cathy go into a combo, with Roddy eventually letting out a flurry of punches, while Cathy does a Hyakuretsukyaku/Lightning Kick move. Doing a quarter-circle forward motion and hitting the attack button precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken motion will make the player do a shoryuken/koho attack. The player can also do Terry Bogard's power wave as well.
[EU] Amstrad GX4000 (1990)
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
[EU] Sinclair ZX Spectrum (1990)
[EU] Commodore C64 (1990)
[EU] Commodore Amiga (1990)
[EU] Atari ST (1990)
[EU] Amstrad CPC+ (1990)
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
|Marlon||Time Pilot [Model GX393]||Update|
Time Pilot (c) 1982 Konami Industry Company, Limited.
"Time Pilot" is a multi-directionally scrolling shoot-em-up in which the player controls a futuristic jet fighter and takes on the role of pilot trying to rescue fellow pilots who are trapped in different time eras. The game consists of five different stages of play, each of which is set in a different time period.
As well as waves of attacking aircraft, each stage also features a large 'mother-ship' boss that must be destroyed to progress to the next stage. The game's five eras, common enemies and the mother-ships are as follows:
* 1910 The age of Biplane: Common enemies are biplanes, the mother-ship is a blimp
* 1940 The age of Monoplane: Common enemies are WWII monoplanes, the mother-ship is a B-25 Bomber.
* 1970 The age of Helicopter: Common enemies are helicopters, the mother-ship is a large, blue CH-46 Sea Knight
* 1982 The age of Jet plane: Common enemies are fighter jets, the mother-ship is a B-52 Bomber
* 2001 The age of U.F.O.: Common enemies are UFOs, the mother-ship is a large alien space craft
In the 1910 stage, the biplanes can fire bombs as well as slow-moving yellow bullets. The bombs are initially fired vertically but are affected by gravity, meaning that they will move faster as they fall to the bottom of the screen.
In the 1940 stage, red-and-yellow supply planes sometimes fly horizontally across the screen. These require multiple hits to take down (much like the mother-ship) and reward the player 1500 points upon their destruction. They cannot fire at the player and pose no real threat as long as the player does not crash into them.
In the 1970 stage, the helicopters fire homing missiles as well as yellow bullets. The missiles travel slightly faster than the player but cannot make sharp turns. The player can destroy missiles by shooting them or can avoid them by turning sharply.
In the 1982 stage, the jets can fire homing missiles as well as yellow bullets and are aggressive.
In the 2001 stage, the UFOs fire fast-moving circular bullets that blend in with the background. The asteroids on screen will not hurt the player but will serve to camouflage the enemies and their missiles.
All stages have parachutes that can be collected (these are the aforementioned trapped pilots). The mother-ships are destroyed with seven direct hits and once all five eras have been completed, the stages start over again with an increased level of difficulty.
|Marlon||Wonder 3 [B-Board 89625B-1]||Update|
Wonder 3 (c) 1991 Capcom Company, Limited.
"Wonder 3" is a multi-choice arcade game in which players can choose to play any one of three different, fully self-contained games. The three games are:
* "Midnight Wanderers - Quest for the Chariot"
A horizontally-scrolling platform shoot-em-up in which one or two players control two Elves called 'Lou' and 'Siva'. The Elves are tasked with entering the Demon's castle to liberate the legendary Chariot of Light from the evil demon, Gaia. The Elves are initially armed with a relatively low-powered gun, but new more powerful weapons can be found in some of the numerous wooden chests that litter the levels. In addition, many of the game's enemies – and all mid and end-level bosses – drop heart-emblazoned playing cards when killed. Once enough of these cards have been collected, players are awarded an extra life. Some of the wooden chests also contain heart cards.
* "Chariot - Adventure Through the Sky"
A horizontally-scrolling shoot-em-up. Chariot is set in the same world as the first game and despite being of a completely different genre, is a direct sequel to it. The two Elves must now fly the rescued 'Chariot of Light' through scrolling enemy-packed levels to defeat the demon Lar and rescue their kidnapped princess. Chariot borrows several gameplay elements from other shoot-em-ups.
* "Don't Pull"
An action/puzzle game similar to "Pengo" and Capcom's own "Pirate Ship Higemaru", that involves pushing blocks to crush monsters.
A puzzle game similar to "Pengo" and Capcom's own puzzle game, "Pirate Ship Higemaru", that involves pushing blocks to crush monsters.
|Marlon||The Ninja Kids||Update|
The Ninja Kids (c) 1991 Taito Corporation.
"The Ninja Kids" is a horizontally-scrolling hack 'n' slash beat-em-up for up to four players who must defeat a demented cult plotting to summon Satan. A karate sensei sends out his four ninja puppets to combat this looming threat.
All four ninjas carry different weapons and have different fighting styles. As well as their weapons, each ninja also has a screen-filling magical attack based on one of four elements (earth, fire, wind and water).
* Hanzo (blue) uses a fast katana that generates waves for extra range. He uses water magic.
* Sasuke (yellow) wields a kusarigama (chain and sickle) for close and long-range attacks. He uses wind magic.
* Akame (red) prefers to keep his distance while pelting enemies with shuriken and fire magic.
* Genta (green) is quite powerful with his sansetsukon (three-part staff) and earth magic.
As well as the standard jump and attack-based combat, double-tapping the joystick any direction makes the ninja puppets perform an evasive tumble that damages any enemies they come into contact with.
Each of the game's stages is littered with background objects (such as litter bins, tables, etc.) and destroying these reveals hidden power-ups and bonus items. These range from health-restoring sushi to items that make the ninjas temporarily invincible, surrounding them with an elemental shield that allows them to mow down enemies.
"The Ninja Kids" consists of five stages, with a tough boss battle at the end of each.
|Marlon||The New Zealand Story||Update|
The New Zealand Story (c) 1988 Taito Corp.
Set in Antipodean country of the game's title, "The New Zealand Story" is an eight-way scrolling platform game featuring Tiki the Kiwi bird. Tiki and his friends have been kidnapped by the evil 'Wally', a large blue leopard seal who wants the birds for his next meal. Tiki quickly escapes and sets about rescuing his trapped friends.
The game's stages are made up of platforms with a caged kiwi bird awaiting rescue at the end of each. Touching the cage releases the trapped Kiwi and an open window appears, indicating the completion of the stage.
Tiki starts the game armed with a bow and arrows, but weapon pick-ups can be found including bombs, a laser gun and bouncing fireballs. Tiki must jump between platforms, with the length of the button press dictating the strength of the jump. Some platforms have spikes and barbed plants are also scattered throughout the stages. Any contact with these results in the loss of a player life.
During his quest Tiki can commandeer a variety of different vehicles, including balloons, blimps and UFOs. Vehicles can be found ready for use or can be stolen from an enemy. When using a vehicle, the jump button must either by tapped repeatedly or held down to keep it afloat (the method being dictated by the vehicle used).
Some stages feature underwater sections; as soon as Tiki drops into water, he is suddenly wearing a snorkel. As he swims his oxygen level - indicated by a meter - gradually decreases. Before the air runs out Tiki must either jump out of the water, or find an air pocket to replenish his oxygen.
The game features four main zones, each consisting of four rounds. A boss fight occurs at the end of each zone. The complex level design rewards exploration, with bonus items and alternate routes to be found, as well as secret level warps that transport the player to a later level. The warps are invisible until shot several times by the player (see 'TIPS AND TRICKS' for more details).