[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).
|Marlon||The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265]||Update|
The King of Fighters 2002 - Challenge to Ultimate Battle (c) 2002 Playmore Corp.
"The King of Fighters 2002 - Challenge to Ultimate Battle" is a one-on-one fighting game for one or two players and is the ninth game in the series.
The game discarded the 4-on-4 "Striker Match" format used in the previous three games in the series and returned to the 3-on-3 Battle format used prior to "King of Fighters '98".
"The King of Fighters 2002" also revamped the Power Gauge system into a format similar to the one used in "KOF '97". As with previous games in the series, the Power Gauge is filled as the player attacks their opponent or performs Special Moves. The number of Power Gauges the player can stock up is increased by one with each member of the team. For example, the first member of the team can stock up to three Power Gauges, while the third member can stock up to five.
A single Power Gauge stock can be used to either perform a Counter-attack and evasion technique while guarding against an opponent's attack, to use a Super Special Move, or to initiate the MAX Activation state. The same case also applies to the 1-on-1 format, in which the Power Gauge the player can stock up is also increased by one with each round loss (for example, on the first round, the player can stock up to three Power Gauges, while losing two rounds allows the player to stock up to five).
During MAX Activation, the player's offensive and defensive strength is increased for a short period. In this state, a Super Special Move can be used without consuming Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves, that require two stocks while low on health.
|Marlon||The King of Fighters '98 - The Slugfest [Model NGM-242]||Update|
The King of Fighters '98 - The Slugfest (c) 1998 SNK.
"The King of Fighters '98 - The Slugfest" is a one-on-one fighting game for one or two players, featuring 38 selectable characters. As with previous games in the series, players can choose between two different playing styles: Advance and Extra.
* Extra is similar to "King of Fighters '94" and is more suited to defensive play, as the fighters only have one power gauge and cannot run. They can instead sidestep to avoid incoming attacks and can also perform unlimited super moves when their energy is low.
* Advanced mode gives the fighters the evasive roll introduced in "King of Fighters '96" and lets them store up to three full power gauges at once. This means they can choose to expend a gauge to get a damage boost, rather than letting it happen automatically. It also allows fighters to use more than one gauge to inflict more powerful versions of their super moves (instead of having to wait until their health is low). Fighters can also expend a gauge to quick roll out of an attack after successfully blocking it.
Both the 'Extra' and 'Advanced' modes have been tweaked since the previous game. Unlike KOF '97, fighters will return to normal if they perform a Super Special Move in MAX state. Also, when a fighter loses a round, they are given a handicap in their favour. In Extra mode, the time it takes to charge their power gauge to its maximum level is shortened. In Advance mode, the fighter's stock capacity of Power Gauges is increased by one.
|Marlon||The King of Dragons [B-Board 89625B-1]||Update|
The King of Dragons (c) 1991 Capcom Company, Limited.
"The King of Dragons" is a horizontally-scrolling hack 'n' slash beat-em-up for up to three players who must travel through the kingdom of Malus, defeating the army of monsters who have invaded their world, before finally defeating their leader, the red dragon Gildiss.
The game's controls consist of a single attack button and a jump button. By pressing both buttons simultaneously, the character will unleash a magical attack that strikes all on-screen enemies at once, with the trade-off that each time a special attack is executed, some of the player's health is lost.
"King of Dragons" features a level advancement system. Points scored for killing monsters and picking up gold count towards experience and the character gains levels at regular intervals. With each level, the character's health bar increases and other attributes, such as attack range, are also improved. At the point of levelling up, the character is also invulnerable for a few seconds. Along the way, different weapon and armour upgrades can be picked up.
Player can choose from five playable characters, each with their own strengths and weaknesses:
* The Fighter is very good with melee attacks and defense but lacks magical ability.
* The Dwarf can dodge and block attacks, has decent melee attacks but little magic ability.
* The Elf is agile and uses his bow for ranged attacks but is not physically strong.
* The Cleric has good defense, melee attacks and magic (and can heal his comrades) but poor agility.
* The Wizard has poor defense but very good magical attacks and fast melee attacks.
The fighter, cleric and dwarf can also use their shield to block certain attacks by tilting the joystick back right before the impact. "The King of Dragons" features sixteen stages of play.
|Marlon||The Game Paradise Master of Shooting!||Update|
The Game Paradise! Master of Shooting! (c) 1995 Jaleco.
"The Game Paradise! - Master of Shooting!" is a vertically-scrolling shoot-em-up set in a video arcade. Players take on the role of one of five different characters/ships, with each offering different weapons.
The game is an affectionate parody of video games and features many characters from various Jaleco titles (both arcade and home formats) blasting their way through themed stages, All of the game's enemies are also from previous Jaleco games. The five characters players can use are:
* Plus Alpha
* Formation Z
* Momoko 120%
"The Game Paradise! - Master of Shooting!" offers both 'Standard' and 'Time Attack' modes and features the usual array of weapon power-ups, smart bombs and bonus items.
- PORTS -
Sega Saturn (1997) Features four extra stages exclusive to the Saturn version.
|sjy96525||Super Derby II||New|
- DESCRIPTION -
Super Derby II (c) 1985 Sega.
- TRIVIA -
Released in February 1985 in Japan.
- SOURCES -
|arcade historian||GSN Presents Family Gameshow||New|
Good evening and welcome to Family Gameshow! This will be the most fun you can have in front of your TV as you and your friends become contestants on the best Gameshow out there! Come and join me as you play three fantastic Gameshow formats, you can choose to play Control Freak, hosted by Larry Lightfoot, Brain Strain, hosted by Professor Plank or Puzzle Addict, Hosted by Tom Wordsworth. Let the show begin!
|André desjardins||Egyptian Prince||Update|
Tac/Scan (c) 1982 Sega.
"TAC/SCAN" is a one or two-player vector-based shoot-em-up in which players control a formation squadron of seven fighter ships. All seven ships fire at once when the FIRE button is pressed, producing a spectacular missile salvo.
The player begins the game with a seven ship formation and a supply of reserve ships (shown above the player score). The object of the game is to accumulate points by destroying enemy ships while avoiding incoming fire. As well as the main squadron, there are a number of reserve ships and an ADD SHIP button. This transfers one of the reserve ships into the squadron formation. The 'add ship' position continuously cycles between the empty squadron positions, allowing players to time the ADD SHIP function to place fighters at their desired location.
There is an additional way to add ships to the squadron. During the course of the action, player ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire DOES NOT blow up friendly fighters, only enemy ships.
When the player attempts to dock a friendly fighter into their squadron, they have the choice of any of the vacant positions. A special feature occurs if the player ship docks into the front-most ship position (marked with a red cursor). This causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.
"TAC/SCAN" has two different battle sequences, with each presented from different perspectives. At the end of the first battle the squadron regroups and a transition sequence takes the player into phase two. This sequence consists of enemy ships appearing in the distance but quickly growing in size as they approach the player's squadron. As win the first battle, players have the opportunity to rendezvous with friendly fighters.
At the end of the second phase a space tunnel appears and the player must steer the squadron through the tunnel. Any fighter that hits a tunnel wall explodes on contact. A triangular guide is displayed during this sequence to indicate where the ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.
The game is over once all seven ship positions become empty, even if the player still has ships in reserve.
|Marlon||Surprise Attack [Model GX911]||Update|
Surprise Attack (c) 1990 Konami.
"Surprise Attack" is a horizontally-scrolling platform shoot-em-up set in the year 2031 in which a terrorist group called 'Black Dawn' has taken over a moon base and space station called 2CV6 and planted numerous time-bombs, in readiness for an attack on the Earth. The player takes on the role of a Special Forces agent, code-named Red Thunderbolt, who must infiltrate the base to kill the terrorists and defuse the bombs.
For the first couple of levels, the game plays similarly to others of the genre (especially Namco's "Rolling Thunder" and Sega's "Shinobi"), once deep inside the space station, however, gravity comes into play. The enemies can walk on both the ceiling and vertical surfaces and the player can switch between the ground and ceiling by jumping while pressing UP or DOWN respectively. This adds a degree of strategy as players must work out how best to position themselves to kill enemies and reach the bombs.
Two different types of power-up items can be picked up. The first is called the 'Grenade Disk' and increases player fire-power. The second is called 'Mover Fuel'; this resembles oxygen tanks and picking it up surrounds the player's character with electrical energy. This grants temporary invincibility and enables the player to move wherever they want - without any gravitational constraints - for a short period of time.
"Surprise Attack" has seven stages, each broken down into a number of different areas. A boss fight awaits at the end of every stage, after which the player must then take part in a multiple choice quiz to earn bonus points. There are up to ten questions based on science and science-fiction. Players are only allowed to get two questions wrong before the quiz ends.
|Marlon||Super Monaco GP [Deluxe model]||Update|
Super Monaco GP [Deluxe model] (c) 1989 Sega.
"Super Monaco GP" is a F1-based racing game set at the famous Monaco Grand Prix circuit. Before entering the Grand Prix itself, a qualification lap has to be completed. In the event of qualifying, the qualifying time determines the player's position on the starting grid. Players must qualify in under 45 seconds in a shortened version of the Monaco track and failure to qualify results in a game over.
During the race itself there is also a position limit, which starts off as 20th and decreases as the player passes checkpoints along the track, ultimately stopping at 3rd. If the player falls behind the indicated position and does not manage to recover quickly enough, the game ends.
Players can chose to race with one of three different skill/gear settings:
Beginner: Automatic Gears
Intermediate: 4-Speed Manual gears
Professional: 7-Speed Manual Gears
"Super Monaco GP" was one of the first games to include a rear-view mirror. The game's track differs significantly from its real-life counterpart but includes many of the same features of the genuine 'Circuit de Monaco'.
Super Pang (c) 1990 Mitchell Corp.
"Super Bang" is a sequel to the 1989 original in which one or two players control characters armed with harpoon guns who must destroy the numerous different-sized balloons that bounce around each single-screen stage. When hit by a harpoon, the balloons break down into smaller fragments, in a similar fashion to Atari's 1979 classic, "Asteroids".
Players can only fire the harpoon guns virtually upwards but can move left and right and climb the ladders that appear on many of the stages. The game has two different modes of play:
* PANIC MODE
In this mode, players face an endless rain of bubbles and must simply last as long as possible. The default weapon is the bubble shot and cannot be changed at any time. Each time a bubble is popped, a rainbow bar at the bottom is slowly filled. Filling the bar all the way raises the level number and the bar depletes back to zero. As more bubbles are popped, both remaining and incoming bubbles move faster. A 'Panic' music plays when there's a very large amount of bubbles on the screen, but the normal music returns once enough bubbles are popped.
There is also one special type of bubble that appears rarely. The bubble has a clock image engraved. Whenever the bubble bounces, the engraving changes to a star, and when the bubble bounces again, the engraving changes back to a clock. Popping the bubble when the clock engraving is present causes all bubbles to stop movement completely for 9 seconds, while popping the bubble when the star engraving is present causes all bubbles to be popped and the game screen gets cleared.
* TOUR MODE
In this mode players move from stage to stage, travelling around the world. The introductory stage is set in Japan and is the only stage set in this location. After Japan, players travel to parts of Asia, Europe and the Americas. Each location has three stages, with each set at a different time of day: daytime, evening and night. The few exceptions to the three-stage rule are Venice (evening and night stages only), The Mayan Ruins and the Caribbean Sea (both having only day and evening stages).
Each stage has a set layout, consisting of walls, destructible glass walls, invisible walls, ladders and ice. There are forty different stages in the Tour mode.
|FRITCH ALLEGO||5 Koi [Legends]||Update|
I want game please help me for the slot machine to biggeat win today.
|Marlon||Super Lup Lup Puzzle||Update|
Super Lup Lup Puzzle (c) 1999 Omega System.
"Super Lup Lup" in an action/puzzle game in which different coloured marbles continually roll down a spiral path towards a central goal line.
Players control a rotating cannon situated at the center of the spiral and must stop the line of marbles from reaching the goal by shooting matching coloured marbles into the line. If three or more marbles of the same colour are matched, they will disappear.
In addition to standard marbles, bonus items occasionally appear that will, for example, temporarily slow down the rate the marbles' advance. Also, providing there is a clear line of sight, unwanted marbles can be fired straight out of the play area to prevent them from adding to the advancing line.
All marbles must be destroyed to complete a level. The game is over once the marbles are pushed over the goal threshold.
The game is an unofficial clone of the Mitchell game "Puzz Loop", with the main difference being that the dip settings of "Super Lup Lup" can be set to display photos of naked men or women.
|Marlon||Sunset Riders [Model GX064]||Update|
Sunset Riders (c) 1991 Konami.
"Sunset Riders" is a horizontally-scrolling platform shoot-em-up for up to four players set in America's Wild West. Four sharpshooter bounty hunters (Steve, Billy, Bob and Cormano) set out to claim the bounties for killing the most wanted outlaws in the West, before a final showdown against the infamous Sir Richard de la Rose.
The action takes place both on foot and on horseback, with play sometimes broken up with a wild west pursuit; such as having to run along the backs of a herd of fleeing Buffalo. Each level ends with players entering a one-on-one battle against one of the wanted men they have been pursuing.
Power-ups and bonus items can be obtained by entering saloons or defeating certain sack-carrying bandits. The power-ups comes in the form of either a golden sheriff badge (that gives the player's weapon auto-fire) or a silver badge that gives the player a second gun (making it possible to shoot in two directions simultaneously). Both power-ups can be equipped at the same time.
Other weapons that can be used by players include sticks of dynamite carried by female bandits that can be thrown back at the enemy before they explode and a mounted Gatling gun available only in the last stage.
A bonus mini-game appears at the end of Stages 2 and 5 in which players must shoot at enemies from a first-person perspective before the timer runs out.
"Sunset Riders" features eight stages of play.
- SOURCES -
|wong510w||Snow Bros. - Nick & Tom||Update|
- SOURCES -
Star Force (c) 1984 Tehkan.
"Star Force" is a single-player, vertically-scrolling shoot-em-up in which the player pilots a spaceship called the 'Final Star' over series series of islands floating in outer-space space and must destroy waves of enemy spacecraft and ground-based targets.
Special symbols appear at regular intervals that can be shot or collected for bonuses and power-ups. The Final Star is only equipped with forward-firing guns but these can be upgraded occasionally by collecting the relevant power-up. This resembles a small space ship and doubles the length of the Final Star, while also increasing its fire-power.
The stages in "Star Force" are designated by letters of the Greek alphabet and each has an end-of-level guardian in the form of a Greek letter that must be defeated to progress to the next level. The guardian moves down the screen and if the player fails to destroy it before it disappears from view, they will have a play a little more of the level in order to reach the guardian again.
|Lucky Lucre||Criss Cross [Model 1045]||Update|
5 reel 5 line criss cross
|Marlon||Space Firebird [Model 834-0031]||Update|
Space Firebird (c) 1980 Gremlin.
"Space Firebird" is a one or two player single-screen shoot-em-up in which players are attacked from all sides by waves of Firebirds. Players can move their ship left or right and shoot a rapid-fire laser at attacking birds.
There are three different enemy birds; the Emperor, the Eagle and the Gull. They fly together in looping formations, firing and attacking from all directions. Each bird has a different resistance level to hits; the Emperor is destroyed by four hits, the Eagle with two hits and the Gull with one hit. The Eagle also has a bomb which it launches at the player's ship. Extra points are earned by hitting the bomb before it explodes but when hit, the bomb scatters into deadly shrapnel. To avoid the flying shrapnel, the bomb must be hit from directly underneath.
The game features a warp mode that can be deployed to escape impeding danger or to strike out at approaching birds. When activated, the player's ship is launched into space with a force field surrounding it that deflects enemy fire. In this mode, Firebirds can be killed by ramming into them. There is only warp mode per space ship.
Each battle consists of 50 Firebirds and once all birds are destroyed, the player moves into a new battle sequence that increases in difficulty. One new ship is awarded for a score of 5,000 points (this is adjustable in the dip settings). The game ends when all space ships are destroyed.
|Marlon||Snow Bros. - Nick & Tom||Update|
Snow Bros. - Nick & Tom (c) 1990 Toaplan.
One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels.
The snowmen can throw snowballs at the enemies with the aim of encasing them completely in snow. The encased enemies can then be kicked in order to destroy them and this is achieved by standing next to the snowball and pressing the "kick out" button. This sends the giant snowball flying around the screen, killing any enemies that lay in its path.
If players take too much time to complete a stage, an evil pumpkin head will appear and try to kill them. The pumpkin is invincible but can be stunned with snowballs. After a short time the evil pumpkin will spawn ghosts that can travel freely around the stage as they seek out Nick and Tom. These ghosts can't be killed or stunned, so the player's only hope is to avoid them while eliminating the remaining standard enemies, to move on to the next screen as soon as possible.
When players defeat an enemy, it may drop a coloured potion bottle. These can be picked up and act as power-ups:
* Yellow = Long shot
* Red = Speed up
* Blue = Bigger snowballs (encases monsters quicker)
* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch.
Every 10th level features a battle with a large end-of-level boss.
|Gaming gurl||Luxury of lfe||New|
Ready and willing
|Marlon||Smash T.V. [Model 3044-U1]||Update|
Smash T.V. (c) 1990 Williams Electronics Games, Incorporated.
"Smash TV" is a single-screen shoot-em-up for one or two players and is set in a futuristic game show in the year 1999. Contestants must enter enclosed arenas and compete to collect prizes, money and keys, while fighting to stay alive as they are attacked on all sides by waves of enemies.
The game is a sequel to the legendary "Robotron" and like its prequel, utilises a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire.
Enemy waves enter each arena from four directions via open doorways and all must be killed before players can progress to the next stage. Some arenas feature static gun emplacements set into a wall that must also be destroyed. Power-ups that improve weapons, speed and armour appear at regular intervals, although each only lasts for a limited time.
"Smash TV" is broken down into stages, each with a set number of arenas. Tough end-of-level bosses await at the end of each stage. As well as the prizes and power-ups, keys can be collected and if enough have been picked up by the end of the game, players can access a bonus level called the Pleasure Dome.
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
* Shooting Star/Black Viper
Sengoku 3 (c) 2001 SNK.
"Sengoku 3" is a horizontally-scrolling beat-em-up for one or two players that differs from other games in the genre due to the complexity of its chain-combo based combat system. Rather than being limited to that standard one attack button, one jump button and a life-draining special move, Sengoku's button set-up is more akin to a one-on-one fighting game, with a light attack, heavy attack and long-ranged attack button, all of which can be utilised to create combos.
Rather than simply mashing the attack buttons to create combo attacks, each of the game's four playable characters has an arsenal of special moves using directional inputs. Each character also has a super bar and several super moves that use varying levels of energy from this bar.
"Sengoku 3" also introduces throwing weapons to the series but rather than just picking up dropped items and using them immediately, the game allows players to stash ranged weapons (but only one type at a time) including shuriken, bombs and kunai. As well as hitting enemies from distance, these weapons can also be integrated into players' attack combos.
Each stage end with a boss fight and two of the game's end-of-level bosses, once defeated, can later be selected as playable characters for the final two stages. The game's four playable characters (and two bosses who can become playable) are:
A Ninja and the main character of "Sengoku 3". He's slower and stronger than average. His first super move is a diagonal downward beam of energy from his sword. For his second super move, he energizes himself with electricity and dashes forwards, slicing anything in his path as he streaks across the screen. He can also use the classic ninja staple; the Izuna Drop. His ultimate move is a lightning spell.
A Spanish Ninja adept at very long combos. His first super move is a flame projectile shaped like a phoenix. His second is a dashing move. If he connects with an enemy during the dash, he performs a quick combo ending with a powerful flaming sword uppercut. His ultimate is a fire spell.
A female Ninja, Kurenai is the fastest character but also the weakest. She has excellent combo potential and is good for keeping multiple enemies at bay. Her first special is a spinning tornado slash. Her second special involves her creating three duplicates and dashing in various directions, hitting anything in her vicinity. Her ultimate attack summons a bunch of kaede leaves that damage everything on screen.
Kongoh is the strongest and slowest character. His first super move involves him stunning his enemy and then throwing them. His second is merely him tossing his rod forward. His ultimate attack creates a rain of falling iron rods.
Byakki is one of the bosses that joins the fight after the third mission. He summons a demon from the underworld during most of his attacks and his first super move makes the demon's claw rise from the ground, hitting any enemy near it multiple times. His second summons a demon who then slashes any enemies directly in front of it. In his ultimate attack, he summons the demon who then causes meteors to strike all the enemies on screen.
Okuni is the second boss who, when defeated, becomes playable, also after the third mission. She mainly focuses on long range attacks and her combos are somewhat lacking. Her first move is a simple projectile wind burst. Her second is an electric attack using her fan. Her ultimate attack is a tornado of flower petals.
- TIPS AND TRICKS -
* Play as Okuni and Byakki: Finish China (Easy), Italy (Hard), and Japan (Hard) - This tip was given on the original game flyer.
Sengoku 3's greatest asset is the sheer number attacking options available to players. There are numerous ways to start a combo, the most obvious of which is to simply walk up to an enemy and start hitting the light attack button, but at any time during a light attack combo you can interrupt with a heavy attack - a slower, more powerful attack that usually brings a weapon into the picture - and depending on how many light attacks you've already executed, the heavy attack will be different.
You can usually use two or three heavy attacks in succession, with the last one typically ending the combo, but in the same chain you can also go back to light attacks after a heavy attack. If your timing is good, it's possible to 'juggle' an enemy as they fly away from you using various techniques, like dashing by double-tapping the forward button.
Dashing into an enemy damages them slightly, knocks them away from your character and sets up a juggle opportunity, even if the enemy you dash into is already airborne. By using these methods in combination with good timing, you can keep combos going for 20-30 hits.
|Marlon||Samurai Spirits - Amakusa Kourin [Model NGM-222]||Update|
Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.
The 4th installment of the weapons-based one-on-one fighting series features seventeen selectable characters and two end bosses. Changes to the established formula include the removal of both aerial blocking and the switch-around move (the latter of which which allowed a player to move quickly behind their opponent's back). Dodges, which allowed players to evade/side-step attacks are also gone.
Players can no longer charge up their own POW gauge but a new move called the 'CD combo' was added; players can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps.
SNK also added a "suicide" move, allowing a player to forfeit a round. The advantage to this is that the one committing suicide will start the next round with a full "POW" gauge. Certain finishes also enable a "fatality" move in the vein of "Mortal Kombat".
Some of the series' older characters were restored for the 4th game, including Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, although some have been redrawn to further enhance the cartoonish look.
Joining the cast are the two ninja brothers:
* Kazuki Kazama - member of the Kazama ninja clan specializing in fire jutsu, he deserts to rescue his younger sister, Hazuki, from Amakusa's clutches.
* Sogetsu Kazama - older brother to Kazuki and Hazuki who uses water jutsu; unlike Kazuki, he stays with the clan and is ordered to assassinate his brother for leaving.
|Marlon||Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063]||Update|
真 SAMURAI SPIRITS 覇王丸地獄変 (c) 1994 SNK Corporation.
(Shin Samurai Spirits - Haohmaru Jigoku Hen)
"Shin Samurai Spirits - Haohmaru Jigoku Hen" is a one-on-one fighting game featuring 15 weapon-wielding combatants, fighting to earn the right to face the game's powerful and difficult end boss.
Building upon the success of the first game, SNK added several new characters and more moves. This is particularly evident in the addition of the POW meter, which acts as a super special-move meter. These moves not only cause severe damage to opponents but also break their weapons, forcing them to fight unarmed for a short time before a replacement weapon is issued.
Gameplay was further expanded to include several new movement options, including the ability to roll forwards and backwards, to duck to avoid high attacks, or to do small hops to avoid low strikes. This was also the first game to incorporate an offensive blocking technique, or 'parry'. Via a command issued at the last second, players can deflect an incoming attack and leave their adversary open to counter-attack.
"Shin Samurai Spirits - Haohmaru Jigoku Hen" featured cameo appearances from other SNK characters, as well as a hidden boss who would occasionally come out to challenge players.
Saint Dragon (c) 1989 Jaleco.
"Saint Dragon" is a horizontally-scrolling shoot-em-up in which the galaxy is under threat from a malevolent race of cyborgs. Half animal, half machine, the cyborgs have already conquered most of the galaxy and now have their sights set on the galaxy's last hope, 'The Planet of the Golden Dragon'. A lone mechanoid dragon, unhappy with the actions of his comrades, rebels and sets out to thwart their invasion.
The Dragon is initially armed with a plasma bolts and fiery breath but tokens - resembling bronze-coloured eggs - can be shot to release power-ups to upgrade the dragon's firepower, offering either pulse torpedoes, a laser, bouncing bombs, ring lasers or a turret.
Other tokens can upgrade the dragon's speed or initiate a "hyper" mode which temporarily gives the dragon maximum firepower and invulnerability. As well as the weapons, the dragon also has an armoured tail which follows the player's movement, allowing it to be used as a defensive shield.
The game consists of six stages, each culminating in a battle with a large end-of-level guardian.
|Marlon||Salamander [Model GX587]||Update|
[JP] MSX (dec.26, 1987) "Salamander [Model RC758]"
[JP] Sharp X68000 (oct.1988) "Salamander [Model CZ-218AS]"
[EU] Commodore C64 (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[JP] NEC PC-9801 (1992)
|Marlon||Robo Army [Model NGM-032]||Update|
Robo Army (c) 1991 SNK [Shin Nihon Kikaku].
"Robo Army" is a horizontally-scrolling beat-em-up for one or two players who take on the roles of two cybernetically-enhanced soldiers called Rocky and Maxima and must attempt to stop am invading cyber army called 'Hell Jeed' from enslaving the human race.
The game uses three buttons:
A - Attack
B - Jump
C - Energy blast
Hitting the jump and attack button simultaneously lets Rocky and Maxima attack behind them. Collecting energy balls makes the energy blast more powerful, similar to the magic potions in Sega's "Golden Axe". One major difference, however, is that the special attack here can be used several times to diminishing effect before it finally runs out.
Players can often pick up a fallen robot's limb to club other robots to death with. Also, if players approach a weakened enemy and press forward and the A button at the right time, Maxima or Rocky will rip the enemy in half.
Finally, a defeated enemy will occasionally drop a glowing icon of a human fist. Picking this up causes Rocky or Maxima to bend over and transform into a futuristic buggy-like vehicle. Any enemies Maxima and Rocky touch while in buggy form instantly explode while hitting the attack button allows them to speed across the screen to quickly run enemies down. The buggy only lasts for a limited time, however.
|Marlon||Puzzle Bobble 2||Update|
Puzzle Bobble 2 (c) 1995 Taito.
"Puzzle Bobble 2" is an arcade puzzle game offering one or two-player competitive play and is the first sequel to the hugely successful original.
As with the first game, the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of three or more like-coloured bubbles, making them disappear.
At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area.
Puzzle Bobble (c) 1994 Taito Corp.
"Puzzle Bobble" is an arcade puzzle game offering either one or two-player competitive play, in which the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen.
This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of like-coloured bubbles, making them disappear. At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area.
In the single-player game there are thirty-two rounds to complete. In the two-player 'versus' mode, the winner is the player who clears their arena first. Both players have an identical arrangement of coloured bubbles in each arena and when a player removes a large group of bubbles (four or more), some of them are transferred to the opponent's arena.
Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clear.
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