Accepted [+] [X] Hellfire [Model TP-014] Update submitted by XtC
Hellfire (c) 1989 Taito Corp
Nice horizontal shoot'em up feature a selectable shooting direction.
- TECHNICAL -
Game ID: TP-014
Prom Stickers: B90
Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Hellfire was released in April 1989 in Japan, USA and Europe.
Early version title is 'Captain Lancer'.
Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Developed by Toaplan.
Music and Sound created by: Tatsuya Uemura
- PORTS -
* CONSOLES:
Sega Mega Drive (1990) "Hellfire [Model T-25073]"
Nec PC-Engine CD-ROMĀ² (1991) "Hellfire [Model NAPR-1017]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Growl Update submitted by XtC
Growl (c) 1991 Taito America Corp.
Export version. For more information about the game itself, please see the original Japanese version entry; "Runark".
- TECHNICAL -
Runs on the "Taito F2 System" hardware.
- TRIVIA -
Even if the title screen says 1990, Growl was released in February 1991 in US.
- PORTS -
* CONSOLES:
[US] Sega Genesis (1991) "Growl [Model 11076]"
Sony PlayStation 2 [AU] (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]"
* COMPUTERS:
[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] Galaxy Force II [Deluxe model] Update submitted by XtC
Galaxy Force II (c) 1988 Sega Enterprises, Limited.
A superb sprite-scaling shoot-em-up from Sega, in which a single player must battle their way through a number of superbly rendered, space-themed levels. Action switches between open space battles and planet-based levels; with tight, enemy packed tunnel sections (enemy bases) seperating each level.
Galaxy Force II took the space-based shooting action of 1985's "Space Harrier" and, to a lesser degree, "After Burner" and improved upon both in every conceivable way. The game's pace is much slower paced than either "Space Harrier" or "After Burner", making game progression more a result of actual skill than the blind luck often associated with those earlier titles.
Elements of Galaxy Force II were also influenced by several NON-shooting Sega games; in particular the branching roads of 1986's "Out Run". At the end of each of Galaxy Force II's stages, after the player has fought through the end-of-level 'enemy fortress'; are tunnel sections offering a choice of left or right. Again, the choice made dictates which level the player tackles next.
Galaxy Force II also demonstrated just how far Sega could push its then legendary sprite scaling technonolgy, with the visual rendition of some levels - such as when the player is flying above the surface of a volcanic planet, complete with solar flares and volcanic eruptions - being nothing short of spectacular.
- TECHNICAL -
[Deluxe model]
Sega Y Board hardware
- TRIVIA -
Released in July 1988 in Japan.
Also released a Galaxy Force II [Super Deluxe model]
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988.
A Galaxy Force II unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.
- SERIES -
1. Galaxy Force (1988)
2. Galaxy Force II [Deluxe model] (1988)
2. Galaxy Force II [Super Deluxe model] (1988)
- STAFF -
Designer : Kondo Masaki
Main programmer : Katsumi Sachiko
Support programmers : Eishi Kawatake, Maki Yokata
Music composers : Koichi Namiki (Micky/Pritty K.N.), Katsuhiro Hayashi (Funky K.H.)
- PORTS -
* CONSOLES:
Sega Master System (1989)
[JP] Sega Mega Drive (Sep. 13, 1991) "Galaxy Force II [Model T-68013]"
[JP] Sega Saturn (jul.02, 1998) "Galaxy Force II [Sega Ages] [Model GS-9197]"
[JP] Sony PS2 (Jul. 26, 2007) "Galaxy Force II Special Extended Edition [Sega Ages 2500 Vol.30] [Model SLPM 62766]"
Nintendo 3DS [eShop] (2013) "3D Galaxy Force II"
* HANDHELDS:
Nintendo 3DS [eShop] [JP] (jul.24, 2013) "3D Galaxy Force [Model CTR-JGFJ-JPN]"
Nintendo 3DS [eShop] [US] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFE-USA]"
Nintendo 3DS [eShop] [EU] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFP-EUR]"
Nintendo 3DS [eShop] [AU] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFP-AUS]"
* COMPUTERS:
[US] Commodore C64 (1989)
[EU] Commodore Amiga (1990)
[EU] Atari ST (jan.1990)
[EU] Amstrad CPC (jan.1990)
[EU] Commodore C64 (jan.1990)
[EU] Sinclair ZX Spectrum (jan.1990)
FM Towns PC (mar.1991) "Galaxy Force II [Model HMB-168]" by CSK
- SOURCES -
Machine's picture.
Accepted [+] [X] Elevator Action Update submitted by XtC
Elevator Action (c) 1983 Taito.
Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.
- TECHNICAL -
Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.
* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for Jungle Hunt, Zoo Keeper, Alpine Ski, and many others. These cabinets normally did not have side art that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
Internally the machine uses a 19 inches open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.
* The cocktail version came in a table similar in design to the one used for Space Invaders and Carnival. It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.
Runs on the "Taito SJ System" hardware.
Prom Stickers : BA3 / EA
Players: 2
Control: 4-way joystick
Buttons: 2 (FIRE, JUMP)
- TRIVIA -
Elevator Action was released in July 1983 in Japan and in October 1983 in North America.
G. Ben Carter, Jr. holds official the record for this game with 143,450 points.
- SCORING -
Shooting an enemy agent : 100 points
Jumping on an enemy agent : 150 points
Dropping a light on an enemy agent : 300 points
Getting a secret document : 500 points
The bonus is 1,000 points x the level you are on. After 10th level, you will get 10,000 points per level completed.
- TIPS AND TRICKS -
* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.
* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.
* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.
* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.
* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.
* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.
* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.
* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.
* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.
* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.
* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.
* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.
- SERIES -
1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)
- STAFF -
Music by : Yoshino Imamura
- PORTS -
* CONSOLES:
[US] Atari 2600 : planned, but never released
[US] Atari 7800 : unreleased prototype
[JP] Nintendo Famicom (june.28, 1985) "Elevator Action [Model 04 TF-4900]"
[JP] Sega SG-1000 (1985) "Elevator Action [Model C-55]"
Sega SG-1000 [TW] (198?) "Die Dui Die"
[US] Nintendo NES (aug.1987) "Elevator Action [Model NES-EA-USA]"
Sega Saturn (Feb 14, 1997) "Elevator Action Returns" : As hidden/unlockable game
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[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]"
* HANDHELDS:
[EU] Nintendo Game Boy (1991) "Elevator Action [Model DMG-EA-NOE]"
[JP] Nintendo Game Boy (aug.9, 1991) "Elevator Action [Model DMG-EAA]"
[US] Nintendo Game Boy (dec.1991) "Elevator Action [Model DMG-EA-USA]"
[JP] Nintendo GBA (dec.20, 2002) "Elevator Action - Old & New [Model AGB-ANWJ-JPN]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (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:
[EU] Sinclair ZX Spectrum (1987) "Elevator Action [Model QSS 142]"
[US] Commodore C64 [EU] (1987)
[EU] Amstrad CPC (1987)
[JP] MSX (1985) "Elevator Action [Model MSX-7]"
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
* OTHERS:
Mobile Phones [US] (nov.20, 2003)
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Darius Update submitted by XtC
Darius (c) 1987 Taito Corp.
A horizontally scrolling shoot-em-up that was unique at the time for featuring a game screen that was three times wider than the conventional size, with the arcade cabinet utilizing three CRT screens to accommodate it.
In the game, the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons : Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship.
During the course of the levels the player must navigate the terrain and battle a variety of fighter craft, ground vehicles, turrets, and other obstacles. At the end of every level, players are greeted with the obligatory end-of-level boss. The bosses in Darius are often in the form of mechanical aquatic animals, such as fish or squid. If the player defeats the boss, the tunnel splits into two and the player must decide whether to take the upper or lower tunnel, both of which lead to a different stage. This allows many different paths to be taken through the game.
Power-ups can be obtained by shooting enemies of a certain color, with the power-ups appearing in the form of colored bubbles. Each color corresponds to one of the ship's three weapons :
* Red - Missile
* Green - Bomb
* Blue - Arm
If the player powers up a weapon more than seven times, the weapon changes to a new, more powerful version. This then becomes the player's default weapon, and can be powered up further. There are also two other colors of power-up bubble, white and orange; which can be obtained by shooting at certain sections of the terrain; unfortunately, there are no visual clues as to where these may be on any given level. These hidden power-ups offer the following :
* White - Gives a score bonus.
* Orange - Smart bomb that kills all on-screen enemies.
- TECHNICAL -
Prom Stickers : A96
Main CPU : (2x) Motorola 68000 (@ 8 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz), (18x) Volume (@ 384 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Even if the title screen says 1986 (it was announced in 1986 in Japan), Darius was released in February 1987 in Japan. It was then released in March 1987 in North America.
Darius was unique in the shoot 'em up genre for having a game screen three times longer than the usual size, and thus required a huge mirror to align the three screens in order to play.
The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series.
Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game.
The heroes' names in Darius series, 'PROCO' and 'TIAT', spell 'TAITO CORP' backwards.
The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on August 21, 1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.
- UPDATES -
In the oldest version of the game, when Silver Hawk's missiles are upgraded to either the laser or wave weapons, each boos life increases. However, in the new version (Revision 1), the game has been rebalanced such that boss fights are easier even when the Silver Hawk has been powered up.
- TIPS AND TRICKS -
* Progression of the bubbles:
Weapons (red) : Bullets --> Lasers --> Wave
Shields (blue) : Green --> Silver --> Gold
Bombs (green) : Single --> Dual --> Quad
* Miscellaneous bubbles:
Points (grey): Points
Extra-ship : Bomb certain key spots on the terrain.
* Power levels: There are eight power levels (0-7) within each armament category. Your weapons, shields, and bombs improve as you go from 0-7 :
Weapons : The shots move faster and therefore recharge more quickly.
Bullets increase in number and waves increase in height, thus destroying more enemies at once. Waves, once fired, will go through anything until leaving the screen to the right.
Shields : They just recharge, but the better classes of shields absorb more hits. Gold shields will also protect your ship from collisions with objects as well as shots, but on certain screens that have lots of little squeezeways, gold shields can actually kill you by ricocheting your ship back and forth until you die.
Bombs : They get 'smarter' in seeking out targets.
* How to complete the game : Completing the game is easiest with triple bullets.
Explore the different paths this way, and when you're ready for a challenge, try to get wave.
Lasers are not weapons so much as a handicap you have to endure while building to wave.
* Recommended version: the newest (revision 1).
* Recommended paths (easiest): A-C-E-H-M-R-X
- SERIES -
1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)
- STAFF -
Directed and produced by : Toshio Kohno
Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata
Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto
Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama
Mechanical engineers : Takeki Nakamura, Eiji Kubota
Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natsuki Hirosawa
Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto
Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (1990) "Darius Alpha"
[JP] NEC PC-Engine (sept.21, 1990) "Darius Plus [Model NAPH-1009]"
[JP] NEC PC-Engine CD (mar.16, 1990) "Super Darius [Model HACD 0003]"
[JP] Sony PS4 [PSN] (aug.26, 2016) "Arcade Archives - Darius [Model CUSA-03707]"
* HANDHELDS:
Nintendo Game Boy [AS] (1991) "Sagaia [Model DMG-116 CHN]"
[JP] Nintendo Game Boy (dec.13, 1991) "Sagaia [Model DMG-S8A]"
[JP] Nintendo GBA (dec.13, 2002) "Darius R [Model AGB-A2DJ-JPN]"
* COMPUTERS:
[EU] Atari ST (1989) "Darius Plus"
[EU] Commodore Amiga (1989) "Darius Plus"
[EU] Sinclair ZX Spectrum (1990) "Darius Plus"
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Super Tank Attack Update submitted by NPI_WOL
Prototype
Super Tank Attack (c) 1992 MicroProse Games, Inc.
- TRIVIA -
Released in November 1992.
Accepted [+] [X] Xevious Update submitted by XtC
Xevious (c) 1982 Namco.
Xevious (pronounced 'zeevious') is a vertically-scrolling shoot-em-up in which the player pilots the heavily-armed 'Solvalou' combat ship and must destroy the evil Xevious forces trying to take over the planet. The Solvalou is equipped with two weapon systems; the forwards-firing "air zapper" for shooting air-based enemies and 'blaster bombs', for destroying ground-based enemies. To enable accurate targetting of the air-to-ground blaster bombs, a white and blue targeting indicator is situated in front of the Solvalou. This flashes when an enemy is in its sights.
Enemy craft appear in a number of different guises; from the standard variety that arrive in large numbers but shoot slow-moving projectiles, to exploding black spheres that shoot projectiles at high speed. There are also rotating shields that cannot be destroyed and must be carefully avoided. Ground enemies are a combination of both stationary bases and moving vehicles, most of which fire slow-moving projectiles. A gigantic, floating fortress called 'Andor Genesis' appears in certain areas; this is defeated by knocking out its core.
Xevious is divided into 16 different areas, each separated by an area of forest. If the player dies before less than 70% of an area has been completed, play restarts at the beginning of the same area; should a life be lost AFTER 70% of an area has been completed, however, play restarts at the beginning of the next area. After Area 16 has been completed, the game loops back to Area 7.
The game becomes progressively more difficult as the player becomes more skilled - once the player does well at destroying a certain enemy type, a more advanced enemy type will replace it. This can be reverted by destroying flashing-red 'Zolback' radars found on the ground, which will cause the more advanced enemies to be replaced with weaker ones.
- CAST OF CHARACTERS -
AIR UNITS :
These are the air units you will encounter during the game. A players skill will determine what air units they may face.
* Andor Genesis (mother ship) - the large ship in Areas 4, 9, and 14.
* Bacura (resistor shield) - the large rotating floating walls which are indestructible.
* Brag Zakato (energy blaster) - medium black ball, with a red dot, that explode and send several shots at your Solvalou.
* Bragza (crystal) - the crystal core of the Andor Genesis mother ship which escapes upon its destruction.
* Garu Zakato (energy bombarder) - large black ball that explode sending out a multitude of shots in all directions.
* Giddo Spario (energy blast) - small, white crystal-like projectiles that come in diagonally at your Solvalou.
* Jara (spinner) - looks like a UFO with a spinning gear in the middle.
* Kapi (deflector) - flat-looking fighter with two front projections that flies in, fires multiple shots, then escapes quickly.
* Sheonite (escort) - small spinning diamond-shaped craft which escort your Solvalou for a bit and fly off.
* Terrazi (destructor) - flat looking, diamond shaped fighter that flies in, fires multiple shots, then escapes quickly.
* Torkan (scout ship) - ridged fighter that flies in, fires one shot, then escapes quickly.
* Toroid (fleet) - ring-shaped fighter which is traditionally the first enemy you encounter.
* Zakato (energy launcher) - small black ball that explodes sending a single shot at your Solvalou.
* Zoshi (death squad) - the round spinning fighter which can sometimes attack from behind.
GROUND UNITS :
These are the ground units you will encounter during the game.
* Barra (energy station) - small pyramid-shaped buildings.
* Boza Logram (dome network) - a structure of four Lograms surrounding a Derota.
* Derota (defense site) - the small octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Domogram (rover) - looks like a mobile Logram that travels along the roads and fires shots at your Solvalou.
* Garu Barra (energy base) - medium and large pyramid-shaped buildings.
* Garu Derota (mega site) - the large octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Grobda (tank) - the tank-like vehicles that travel along the road. They can detect when your bombsight is on them and they will move out of the way.
* Logram (sphere station) - silver circular domes that fire single shots at your Solvalou.
* Sol (citadel) - underground structures which rise up when initially bombed.
* Zolbak (detector dome) - domes with red squares on top and around their base.
- TECHNICAL -
Game ID : XVI
Main CPU : Zilog Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
Xevious was released in December 1982 in Japan.
Xevious is not the world's first vertically-scrolling shoot-em-up but has a huge and lasting influence on the genre.
Xevious was the first game to use pre-rendered graphics and, among its countless innovations, was also the first vertical shoot-em-up that allowed accurate targeting of both airborne and ground-based enemies. The graphics were hugely revolutionary for their time; the sprites were rendered with remarkable clarity and detail due to the game's clever use of colors and shades as well as palette-shifting. Xevious was also the first game to feature 'hidden characters', which, being hidden, are not mentioned in the game's instructions but can be revealed by performing a secret maneuver. Among these was the 'special flag', which gave the player an extra life. This feature was carried over to a number of subsequent Namco games.
While Xevious enjoyed limited popularity in North America, the game was a huge cult hit in Japan, and to this day is considered one of the greatest video games of all time. Popular Japanese musicians, Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco video games, with Xevious as its centerpiece. A follow-up 12-inch single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even included a rudimentary fictional language.
At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert; a high, arid plateau that stretches 37 miles between the towns of Nazca and Palpa, situated in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD.
The graphic ROMs contain several additional enemies which don't actually appear in gameplay including a silver-grey Galaxian flagship. These enemies do appear in the game-play of "Super Xevious" which uses the same graphics data as Xevious.
The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired.
Marco Borroni holds the official official record for this game with 7,009,560 points (!) on August 16, 1984.
The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image.
- UPDATES -
* The high-score names are ten characters long on the Namco versions, but only three characters long on the Atari versions.
* The Zapper and Blaster buttons were reversed between the Japanese and American versions.
- SCORING -
Scoring in this game is relatively complicated due to all the different units.
AIR UNITS
Andor Genesis : 1,000-4,000 points
Brag Zakato : 500 points
Garu Zakato : 1,000 points
Giddo Spario : 10 points
Jarra : 70-100 points
Kapi : 300 points
Terrazi : 700 points
Torkan : 50 points
Toroid : 30 points
Zakato : 50 points
Zoshi : 100 points
GROUND UNITS
Barra : 100 points
Boza Logram : 2,000 points
Derota : 1,000 points
Domogram : 800 points
Garu Barra : 300 points
Garu Derota : 2,000 points
Grobda : 400 points
Logram : 300 points
Zolbak : 200 points
Specials (see Tips and Tricks below for how to get them)
Flag : 1,000 points for uncovering it, bonus Solvalou for flying over it
Sol Citadel : 2,000 points for making it surface; 2,000 points for destroying it
- TIPS AND TRICKS -
When you start the game, your Solvalou will be at the bottom of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the top and no slower then the bottom of the screen. You can, however, vary your speed in-between by pushing the joystick up and down. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.
* One interesting aspect of this game is the fact if you are too successful against a particular kind of enemy, the game will adjust itself to send different enemies until you have difficulty dealing with them.
* Make sure you know what you will be encountering in each area.
* If you hold down the fire and bomb buttons, you will constantly be doing both at a slower rate. This is great when you are in the thick of things with both air and ground targets swarming the area.
* Speaking of bombs, your Solvalou is equipped with smart bombs (so to speak). They are launch and forget weapons. When you 'paint' the target with your bomb-sight and launch your bomb, it will hit that target even when you have already flown over it. There are a couple of strategies to make your bombing runs more effective :
1) When you have targets close together (usually bomb batteries are arranged this way), put a bomb between them. You will have a very good chance of taking out both batteries with one hit since you can only have one bomb on the screen at a time.
2) For moving targets (such as Grobdas), anticipate the targets direction and 'lead' it a little. This basically means putting the bomb at the point where the target will run into it.
3) Your bomb-sight will turn red whenever any target is 'sighted', even if the target is hidden like Sol Citadels and flags.
* Keep away from the corners. These can become death traps real quickly if you are swamped by enemies.
* Since you have free reign of most of the screen to move around, make sure you use all that room for maneuvering. Enemy fighters have a nasty habit of either shooting from behind your fighter or re-entering the screen from random sides. It also is handy when you are dodging a heavy volume of enemy fire.
* Make sure when you are maneuvering around the Bacuras, you always leave yourself a clear 'out'. What I mean by this is there another direction to escape instead of having to move along with the Bacuras. An occasional enemy likes to put up shots at your fighter since it is very difficult to maneuver around the rolling plates.
* The Andor Genesis Motherships are pretty easy to destroy if you work quickly. Most of the time, Zakatos and Brag Zakatos precede the arrival of the Andor Genesis Mothership. Blast these out of the sky and avoid the shrapnel. When the Andor Genesis Mothership appears, lead the target a little and quickly move up and plant your bomb at the point the center of the ship will be. The less time you waste taking on this ship, the better.
* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. When Solvalou appears, move to the right edge of the screen, wait a few seconds and drop a single bomb as soon as the music changes (after the long note). The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen.
* THE FLAGS : There are four flags hidden throughout the game. These flags occur in areas 1, 3, 5, and 6. All flags are along a horizontal line across the terrain. The only way to uncover a flag is to bomb it so you will have to lay a string of bombs along the entire horizontal line. This basically means moving up quickly, dealing with enemies quickly, and dropping your bombs quickly. Once a flag is uncovered, you must fly over it to get the benefits from it.
FLAG 1 : The first flag is located in the first river you encounter after you start the game. Look for the three Grobdas in a row. Just above them is a river that cuts horizontally across the terrain. Just bomb the river from left to right and around the bank closest to you. The flag should appear.
FLAG 2 : After you get past the plates, look up and to the right. There is a little lake with a small river feeding into the ocean. Start in the middle of the lake and bomb toward the little river. The flag should appear around where the river dumps into the ocean.
FLAG 3 : When you cross the first ocean, you will eventually see a dock/harbor at the top. The flag is located around the horizontal line that the longest pier projecting out is part of. You will need to quickly bomb that entire length to find and get the flag before the bottom scrolls your Solvalou too far up.
FLAG 4 : You will see a big bird picture on the desert. At the lowest point of its tail-feathers (in the lower right corner), start to bomb horizontally from right to left. The flag will appear.
* Sol Citadels : These structures require you to bomb them once to cause them to surface. They look like large storage tanks or grain silos. You then need to bomb them again to destroy them. You have a potential to collect several hundred thousand points by taking out these structures. They come in groups of 1, 4, or 8. Unlike flags, these structures are always in the same place. There are six sets of Sol Citadels.
FIRST SET : One in area 2. When you see the three Grobdas in a row on the road, start laying bombs in the area around the cul-de-sac below the last tank in a right and diagonal-down point. The citadel will be even with the cul-de-sac.
SECOND SET : One in area 3. When you see the Garu Bara, go to the left of the Garu Bara and start bombing. This is also the area that the second flag can be found.
THIRD SET : Four in area 9. There is a clear area right before you tangle with the second Andor Genesis Mothership. Where the road splits around the woods, start to lay bombs a little below the bottom edge of the road that goes to the right. You should uncover four Sol Citadels.
FOURTH SET : Eight in area 13. At the point the desert ends, there is a little grass, then the air field starts. Use the birds leg as a reference and fly straight up. When the bomb-sight glows, start bombing. This will be the lower left Sol Citadel of the group which is arranged in two rows of four citadels. You will be hard pressed to get all eight citadels.
FIFTH SET : Four in area 14. After the plates roll by, look for where two roads merge into one road. At the top edge of the slanted right hand road, start dropping bombs to uncover some more citadels.
SIXTH SET : Four in area 15. Look for a forest on the left side. There will be a small clearing and then a river. Bomb the small clearing to bring the citadels up. There will be very intense ground fire in this location so be especially watchful.
- SERIES -
1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Super Xevious - Gump no Nazo [Model SX-4900] (1986, Arcade)
4. Xevious - Fardraut Saga (1988, MSX2)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.com"
- STAFF -
From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)
Music by : Yuriko Keino
- PORTS -
NOTE: For ports released in North America, please see the Atari version entry.
* CONSOLES:
[JP] Nintendo Famicom (nov.8, 1984) "Xevious [Model NXV-4900]"
[EU] Nintendo NES (oct.25, 1989) "Xevious [Model NES-XV-EEC]"
Nintendo Famicom Disk [JP] (may.18, 1990) "Xevious [Model NDS-XEV]"
[JP] NEC PC-Engine (june.29, 1990) "Xevious Fardraut Densetsu [Model NC90004]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[EU] Sony PlayStation (nov.1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (mar.28, 1997) "Xevious 3D/G+ [Model SLPS-00750]"
[EU] Sony PlayStation (aug.1997) "Xevious 3D/G+ [Model SCES-00736]"
[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]"
Microsoft XBOX 360 [XBLA] [EU] [AU] [JP] [KO] (may.23, 2007)
[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]"
Sony PlayStation 3 [PSN] [JP] (jan.29, 2009) "Namco Museum.comm [Model NPJB-00012]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
Nintendo Wii [Virtual Console Arcade] [JP] (sept.1, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
Sony PlayStation 3 [PSN] [EU] (apr.1, 2010) "Namco Museum Essentials [Model NPEB-00104]"
Sony PlayStation 3 [PSN] [AU] (apr.1, 2010) "Namco Museum Essentials"
* HANDHELDS:
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
Sony PSP [KO] (nov.8, 2007) "Namco Museum Vol.2"
Nintendo 3DS [3DSWare] [JP] (june.7, 2011) "3D Classics: Xevious [Model CTR-SABJ-JPN]" : Re-mastered version, featuring 3D effects.
Nintendo 3DS [3DSWare] [EU] (jul.21, 2011) "3D Classics: Xevious [Model CTR-SABP-EUR]" : Re-mastered version, featuring 3D effects.
Nintendo 3DS [3DSWare] [AU] (jul.21, 2011) "3D Classics: Xevious [Model CTR-SABP-AUS]" : Re-mastered version, featuring 3D effects.
* COMPUTERS:
Sharp MZ2500 [JP] (1982)
Atari 800 (1984)
Apple II (1984)
Tandy Color Computer (1984) "Devious"
Fujitsu FM-7 [JP] (1984)
NEC PC9801 [JP] (1985) by Enix Corporation
[EU] Commodore C64 (1986)
[EU] Amstrad CPC (1986)
[EU] Atari ST (1987)
[EU] Sinclair ZX Spectrum (1987)
MSX 2 [JP] (dec.23, 1988) "Xevious Fardraut Densetsu"
PC [MS Windows, CD-ROM] [JP] (apr.25, 1997) "Namco History Vol.1"
PC [MS Windows, CD-ROM] [AU] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
[JP] Sharp X1
* OTHERS:
Let's! TV play classic series - Namco Nostalgia 1 [JP]
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Wing War Update submitted by XtC
Wing War (c) 1994 Sega.
Wing War is a flight/combat simulation. The object of the game is by where the players fight head-to-head in airplanes trying to shoot the other players out of the sky.
- TECHNICAL -
Runs on the Sega "Model 1" hardware.
Control: stick
Buttons: 7
- TRIVIA -
Released in June 1994 in Japan and in August 1994 in USA. This is the last game produced for the Sega Model 1 hardware.
Soundtrack releases :
Dynamite Deka vs Wing War Original Soundtrack - Wavemaster Inc. - WM-0528 - Apr 27th, 2006
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Director : Makoto Uchida
Sound Composers : Tomoyuki Kawamura (Muu)
- PORTS -
* CONSOLES:
Sega 32X : Unreleased prototype
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshot.
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 [JP] (Feb.1984)
Nintendo NES [US] (Oct.1985)
Nintendo NES [EU] (Sep.1986)
Nintendo Famicom Disk [JP] (May.1989)
Nintendo GameCube (2001) "Animal Crossing" : Unlockable bonus game
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [US] (Nov.2006)
Nintendo Wii [Virtual Console] [JP] [EU] (Dec.2006)
* OTHERS:
LCD Handheld game "Game & Watch - Multi Screen: Pinball" (1983) released by Nintendo.
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Striker 2002 Update submitted by XtC
Virtua Striker 2002 (c) 2002 Sega.
- TECHNICAL -
Runs on the Sega's "Triforce" hardware.
- TRIVIA -
Virtua Striker 2002 was released on October 29, 2002.
- SERIES -
1. Virtua Striker (1995)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)
- PORTS -
* CONSOLES:
Nintendo GameCube (Feb.2002) [Model DOL-GVSJ-JPN]
- SOURCES -
Game's manual.
Game's ROMs.
Accepted [+] [X] Vindicators Update submitted by XtC
Vindicators (c) 1988 Atari Games Corp.
As team commander of the SR-88 Strategic Battle tanks, you must face the evil invading forces of the Tangent Empire. They're invading the galaxy with 14 space stations designed to defeat your team. Turrets and highly mobile armoured tanks are constantly on patrol to protect the fortifications that Tangents have built.
With limited supplies and weapons, you must make a last stand and attempt to defeat the invaders. The most powerful weapon in your arsenal is the SR-88 Battle Tank, but their fuel supply is very volatile. You must constantly replenish its fuel by picking up fuel canisters throughout the stations' many levels.
Battle stars can be found along the way. These are vital to enhancing your tank and adding weapons. Process generators can convert the battle stars into powers and weapons while in transit between levels and stations. Only with these customized tanks can the evil Tangent Empire be conquered.
As you defeat each station, demolish its control room and take the supplies the fleeing Tangents have left behind. Proceed in their mothership to the next station for another battle.
- TECHNICAL -
Game ID : 136059
Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)
Players : 2
Control : Double 2-way joystick (vertical)
Buttons : 4
- TRIVIA -
Vindicators was released in April 1988. This was quite a year for Atari and tank games, since they also released "Assault" in 1988.
1,605 dedicated units were produced in the USA only. The selling price was $2,395. The dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.
A Vindicators dedicated cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). However, it used a fictional marquee which was made for the show.
Also, 114 conversion kits were produced in the USA only (released in February 1989). The selling price was $795.
- UPDATES -
REVISION 1 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40
REVISION 2 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35
REVISION 3 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49
REVISION 4 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46
- STAFF -
Designed & programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Russel Dawe (Rusty) (RBD)
Art & animation by : Kris Moser (KEM), Susan G. McBride (SGM)
Audio by : Brad Fuller (BAF), Hal Canon (HAL)
From hiscore table: (TNK), Dave Webienson (DEW), Pat McCarthy (PMC), (REM), (MEA)
- PORTS -
* CONSOLES:
[US] Nintendo NES (1988)
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
* HANDHELDS:
Atari Lynx [US] : Unreleased prototype
* COMPUTERS:
[EU] Amstrad CPC (1988)
[US] Commodore C64 [EU] (1988)
[EU] Sinclair ZX Spectrum (1989)
[EU] Atari ST (1989)
Commodore Amiga [US] (1989)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* Others:
Tiger LCD Handheld Game [US] (1989)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Virtua Cop Update submitted by XtC
Virtua Cop (c) 1994 Sega.
- TECHNICAL -
Runs on the Sega "Model 2" hardware.
Players: 2
Control: Lightgun
Buttons: 1
- TRIVIA -
Virtua Cop was released in September 1994 in Japan.
Virtua Cop serves 300,000 polygons per second.
Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.
Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (Virtua Cop Soundtracks - TYCY-5478~9) on 24/01/1996.
- SERIES -
1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)
- PORTS -
* CONSOLES:
[JP] Sega Saturn (nov.24, 1995) "Virtua Cop [Model GS-9060]"
[EU] Sega Saturn (dec.8, 1995) "Virtua Cop [Model MK81026-50]"
[US] Sega Saturn (1995) "Virtua Cop [Model 81015]"
Sega Saturn [KO] (1995) "Virtua Cop [Model GS-9505J]" by Samsung
[JP] Sony PS2 (aug.15, 2002) "Virtua Cop Re-Birth [Model SLPM-62205]"
[EU] Sony PS2 (nov.29, 2002) "Virtua Cop - Elite Edition [Model SLES-51229]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (oct.31, 1996) "Virtua Squad"
[EU] PC [MS Windows, CD-ROM] (1997)
* OTHERS:
[US] Nokia N-Gage : Release cancelled
Tiger R-Zone [US] (1996)
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Up'n Down Update submitted by XtC
Up'n Down (c) 1983 Sega.
Up'n Down is an abstract racing game viewed in a forced third-person perspective.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
- TECHNICAL -
Runs on the Sega "System 1" hardware.
Players: 2
Control: 4-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Released during September 1983. By this time, Sega was starting to make a name for itself in the arcade industry. With solid hits such as "Star Trek", "Zaxxon", and "Pengo" under its belt, Sega started to venture into other areas. Sega had partnered up with Gremlin to create "Head-On" and "Head-On 2" arcade games. Later on, Sega released "Turbo". Using the same three-quarter perspective that was used in "Zaxxon", Sega created another racing game with a twist. Up'n Down came out during a time when the arcade market was basically saturated with space shooters.
Export releases:
[US] "Up'n Down [No. 0A64]"
[US] "Up'n Down [No. 0A74]"
- SCORING -
Jumping on a truck : 1000 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
- TIPS AND TRICKS -
* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
- STAFF -
Staff : Yoji Ishii (ICI), T.N, SHO, R.T, H.N, TAK, H.K, STO, KIP
Security by : Masatoshi Mizunaga (MI.)
- PORTS -
* CONSOLES:
Atari 2600 (1983) "Up'n Down [Model 009-01]"
Colecovision (1984) "Up'n Down [Model 009-21]"
Atari XEGS
[JP] Sega Saturn (Feb. 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
* COMPUTERS:
Atari 800 (1984) "Up'n Down [Model 009-18]"
Apple II (1984)
Commodore C64 (1985) "Up'n Down [Model 009-05]"
ZX Spectrum : Planned and advertised but never released.
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Ultimate Mortal Kombat 3 Update submitted by XtC
Ultimate Mortal Kombat 3 (c) 1995 Midway Mfg. Co.
An update of "Mortal Kombat 3", with new characters added to the original MK3 cast. There are lots of other additions and goodies in the game (see Updates section (REV. 1.0)).
- TECHNICAL -
Midway Wolf Unit Hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 2
Control : 8-Way Joystick
Buttons : 6
= > [1] High Punch, [2] Block, [3] High Kick
= > [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
Ultimate Mortal Kombat 3 was released in October 1995 in USA.
If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.
- UPDATES -
This game is the same as "Mortal Kombat 3" except for the inclusion of :
REV. 1.0 :
* Jade, Kitana, Mileena, Scorpion, Reptile, Ermac, Classic Sub, Rain, and Human Smoke are all added, and Robot Smoke is now a normal character.
* Scorpion's Lair (Hell), Jade's Desert, Kahn's Kave, River Kombat (Waterfront), and Scislac Busorez (Blue Portal) stages added.
* Computer intelligence increased.
* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.
* Jump in Combo starters added.
* Can uppercut through Scorpion's Lair to Kahn's Kave.
* Bank and Smoke's Portal (Hidden Portal) stages removed.
* 2nd Master ladder added.
* Endurance rounds added to all ladders, 2nd Master ladder has a second Endurance round where you must defeat 3 opponents with one lifebar.
* Stage fatalily in Scorpion's Lair added (and all of its accompanying secrets).
* Classic Sub-Zero's Fats added.
* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.
* 'Winner fights Smoke' Kombat Kode effect altered : winner now fights Human Smoke rather than Robot Smoke.
* Shang Tsung's morph now announces the character he morphs into.
REV. 1.1 :
* Supreme Demonstration icon selectable only through the 8-man tournament.
REV. 1.2 :
* CPU Pattern Fixed.
* Bugs fixed.
* More Kombat Kodes.
- TIPS AND TRICKS -
* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)
* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries :
Play as Mileena - 22264-22264
Play as Ermac - 12344-44321
Play as Classic Subzero - 81835-81835
* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...
Kombat Zones :
002-003 - River Kombat (Waterfront)
004-700 - Kahn's Kave
050-050 - Noob Saibot Dorfen
077-022 - The Bridge
079-035 - Street
091-190 - Bell Tower
123-901 - Soul Chamber
330-033 - Jade's Desert
343-343 - Rooftop
600-040 - Kombat Temple (aka The Temple)
666-333 - The Graveyard
666-444 - Scorpion's Lair (Hell)
820-028 - The Pit 3
880-088 - Subway
880-220 - Kahn's Tower (aka The Balcony)
933-933 - Scislac Busorez (Blue Portal)
Messages :
004-400 - Whacha Gun Do ? - E.B.
010-010 - Throwing Encouraged
122-221 - Skunky!! - E.F.
123-926 - There Is No Knowledge That Is Not Power
282-282 - No Fear = EB Button, Skydive, Max Countdown
448-844 - Don't Jump At Me - MXV
550-550 - See The Mortal Kombat Live Tour
717-313 - Rain Can Be Found In The Graveyard
987-666 - Hold Flippers During Casino Run
999-999 - Revision x.x
Handicaps :
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
020-020 - Blocking Disabled
044-440 - Unikoriv Referri: Sans Power
100-100 - Throwing Disabled
Different Kombats :
300-300 - Silent Kombat
444-444 - Randper Kombat
460-460 - Randper Kombat
688-422 - Dark Kombat
985-125 - Psycho Kombat
Winner of this round battles :
033-564 - Shao Khan
205-205 - Human Smoke
769-342 - Noob Saibot
969-141 - Motaro
4 Player 2 on 2 Kombat :
227-227 - Explosive Kombat
022-220 - Explosive Kombat/ Throwing Disabled
Other Codes :
466-466 - Unlimited Run
642-468 - You Are Entering The Land Of Rellim (Play "Galaga")
788-322 - Fast Uppercut Recovery Enabled
987-123 - No Powerbars
* Double stage (If a character is uppercutted, they will fly up to the other stage) :
Scorpions Lair = > Kahn's Kave (Ultimate MK3 only)
Subway = > Street
Bank = > Rooftop (Original MK3 only)
Soul Chamber = > Kahn's Tower (Balcony)
* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Kitana and player 2 on Scorpion).
* Play as Human Smoke : select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).
* Play forever : this code will allow you to continue playing Ultimate Mortal Kombat 3. The only catch is, you cannot die. When you beat the game, choose the goodie that lets you fight Ermac. Win the first round, and lose the second round on purpose. Win the third round and perform a mercy (hold RUN, DOWN(x3), release RUN), and then perform your characters animality. You will be taken to the 'choose your destiny' screen. Keep repeating the process, and you can rack up hundreds of wins.
* Fatality - KITANA :
1. (close) Run(x2), Block(x2), LK - Kitana reaches out and kisses her opponent, who then starts stretching up. Her opponent does this a few times, then explodes.
2. (close) Back, Down, Forward(x2), HK - Kitana draws her fan and decapitates the opponent with one swipe. It's like the MKII head chop, but now it's more of an angle in the chop.
* Fatality - REPTILE :
1. (jump distance) Back, Forward, Down, Block - Reptile takes his mask off exposing his face. He lashes his tongue out and eats the head of his opponent. Then he continues and eats the torso and limbs, leaving the feet alone.
2. (sweep) Hold Block, Forward(x2), Up(x2), release Block, HK - Reptile takes his mask off exposing his face. He opens his mouth and spits a big glob of acid onto his opponent. The acid burns down his opponent leaving a body without some skin, the acid left all over the ground. Then the body falls into a pile of slop.
* Fatality - SONYA BLADE :
1. (anywhere) Back, Forward, Down(x2), Run - Sonya blows a kiss at her opponent, turning him into a burning skeleton.
2. (far) hold Run+Block, Up(x2), Back, Down, release Block+Run - Sonya blows a pink bubble at her opponent. Her opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - JAX :
1. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
2. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
* Fatality - NIGHTWOLF :
1. (one step back) Up(x2), Back, Forward, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
2. (jump distance) Back(x2), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.
* Fatality - JADE :
1. (close) Run(x3), Block, Run - Jade uppercuts her opponent up high, and holds her staff to her side, it glows, then her opponent falls right on the staff.
2. (close) Hold Block, Up(x2), release Block, Down, Forward, HP - Jade sticks her staff into her opponent and starts to shake the staff and her opponent up and down. She does it so fast that her opponent blows up.
* Fatality - SCORPION :
1. (jump distance) Hold Block, Down(x2), Up, release Block, HK - Scorpion removes his mask exposing a skull head. His opponent screams, and then Scorpion set his opponent on fire.
2. (close) Hold Block, Forward(x2), Down, Up, release Block, Run - Scorpion strikes his victory pose and then he teleports himself and his opponent to the Scorpion's Lair stage. Then multiple Scorpion clones come up and look at his opponent, then run at him/her and the screen goes dark, then you hear lots of punches, rips, and screams.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, release LP - Kano pulls his opponent's skeleton out through their mouth.
2. (sweep) LP, Block(x2), HK - Kano fires a laser from his eye that heats up his opponent until they explode.
* Fatality - MILEENA :
1. (close) Down, Forward, Down, Forward, LP - Mileena removes her mask revealing her face and inhales her opponent, spitting out the bones. It's like the MKII Inhale, but now many more body parts come out. Most are rib cages and a few heads.
2. (far) Back(x3), Forward, LK - Mileena opens her mouth, then swallows a jar of tacks. She then starts to spit them out at her victim.
* Fatality - ERMAC :
1. (close) Run, Block, Run(x2), HK - Ermac crouches and punches off the head of his opponent with a powerful uppercut.
2. (sweep) Hold Block, Down, Up, release Block, Down(x3), Block - Ermac raises his hand, his opponent is then slammed multiple times and eventually explodes to pieces.
* Fatality - CLASSIC SUB-ZERO :
1. (close) Down(x3), Forward, HP - Classic Sub-Zero reaches for his opponent's head, the screen goes black and a big rip is heard as his opponent's head comes off.
2. ???
* Fatality - SUB-ZERO :
1. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
2. (sweep) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
* Fatality - SEKTOR :
1. (sweep) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
2. (less jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.
* Fatality - SINDEL :
1. (sweep) Run(x2), Block, Run, Block - Sindel coils her hair around her opponent. She then pulls her hair back, causing her opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at her opponent, causing her opponent's skin to fly off.
* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.
* Fatality - CYRAX :
1. (anywhere) Hold Block, Down(x2), Up, Down, release Block, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
2. (close) Hold Block, Down(x2), Forward, Up, release Block, Run - Cyrax self-destructs, taking his opponent with him.
* Fatality - KUNG LAO :
1. (sweep) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.
* Fatality - KABAL :
1. (sweep) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
2. (close) Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that his/her soul jumps out of their body.
* Fatality - SHEEVA :
1. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
2. (close) hold HK, Back, Forward(x2), release HK - Sheeva rips all her opponent's skin off.
* Fatality - SHANG TSUNG :
1. (close) hold LP, Down, Forward(x2), Down, release LP - Tsung creates a bed of spikes and throws his opponent onto them.
2. (close) hold LP, Run, Block, Run, Block, release LP - Tsung levitates his opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - LIU KANG :
1. (anywhere) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on his opponent as fire. His opponent is reduced to a burning skeleton.
2. (anywhere) Hold Block, Up, Down, Up(x2), release Block, Block+Run - Liu Kang disappears and a "Mortal Kombat" machine falls on his opponent.
* Fatality - SMOKE :
1. (far) Hold Block, Up(x2), Forward, Down, Release Block - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down his opponent's throat, causing them to explode.
* Fatality - HUMAN SMOKE :
1. (close) Run, Block, Run(x2), HK - Human Smoke crouches and punches off the head of his opponent with a powerful uppercut (identical to Fatality 1 of Ermac).
2. ???
* Fatality - STAGE :
1) Bell Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
4) Scorpion's Lair (Hell) - the opponent is knocked into a pool of lava.
KITANA : Forward, Down(x2), LK
REPTILE : Run, Block, Run, Block(x2)
SONYA BLADE : Forward(x2), Down, HP
JAX : Down, Forward, Down, LP
NIGHTWOLF : Run(x2), Block
JADE : Back, Forward, Down, Run
SCORPION : Forward, Hold Block, Up(x2), Release Block, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
MILEENA : Down(x3), LP
ERMAC : Run(x4), LK
CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP
SUB-ZERO : Back, Down, Forward(x2), HK
SEKTOR : Run(x3), Down
SINDEL : Down(x3), LP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
CYRAX : Run, Block, Run
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
SHEEVA : Down, Forward, Down, Forward, LP
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
LIU KANG : Run, Block(x2), LK
SMOKE : Forward(x2), Down, LK
HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP
* CRISPY : After performing the stage fatality in Scorpions's Lair :
Hold both HP buttons (Dan Forden voice)
Hold both Run buttons (Shao Kahn voice)
Hold both HP+Run buttons (Dan Forden + Shao Kahn voice)
* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down (x3), release Run.
* Finish Him/Her - Animality (After Mercy) :
KITANA : (one step back) Down(x4), Run - Kitana turns into a little rabbit, lets out a big growl, and then attacks her opponent in a spray of blood, moving her opponent off the screen.
REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Reptile turns into a monkey and chases his opponent off the screen.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Jax turns into a yellow lion and pounces on his opponent.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
JADE : (close) Forward, Down, Forward(x2), LK - Jade turns into a cat and lets out a big growl. She jumps up and runs around on her opponent, making her opponent spin so fast that they're is spun into pieces.
SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Scorpion turns into a penguin, waddles under the opponent, and lays an egg. He then waddles away, and the egg starts to shake, and then explodes, blowing his opponent to pieces.
KANO : (close) hold HP, Block(x3) release HP - Kano turns into an orange spider and crushes his opponent.
MILEENA : (close) Forward, Down(x2), Forward, HK - Mileena turns into a skunk, and sprays her opponent with her smelly liquid, which is just green smoke. The opponent falls over to his/her death.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Sub-Zero turns into a blue polar bear and pounces on his opponent.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
KURTIS STRYKER : (one step back) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
SHEEVA : (close) Run, Block(x3) - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Tsung turns into a large green cobra and devours his opponent.
LIU KANG : (one step back) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SMOKE : (far) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
HUMAN SMOKE : ???
* Finish Him/Her - Babality (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Forward(x2), Back, HP
ERMAC : ???
HUMAN SMOKE : Down, Back(x2), Forward, HP
JADE : Down(x2), Forward, Down, HK
JAX : Down(x3), LK
KABAL : Run(x2), LK
KANO : Forward(x2), Down(x2), LK
KITANA : Forward(x2), Down, Forward, HK
KUNG LAO : Down, Forward(x2), HP
LIU KANG : Down(x3), HK
MILEENA : Down(x2), Forward(x2), HP
NIGHTWOLF : Forward, Back, Forward, Back, LP
REPTILE : Forward(x2), Back, Down, LK
SCORPION : Down, Back(x2), Forward, HP
SEKTOR : Back, Down(x3), HK
SHANG TSUNG : Run(x3), LK
SHEEVA : Down(x3), Back, HK
SINDEL : Run(x3), Up
SMOKE : Down(x2), Back(x2), HK
SONYA BLADE : Down(x2), Forward, LK
STRYKER : Down, Forward(x2), Back, HP
SUB-ZERO : Down, Back(x2), HK
* Finish Him/Her - Friendship (don't use Block during the last round) :
KITANA : Down, Back, Forward(x2), LP - Kitana blows bubbles out of a bubble pipe and bottle.
REPTILE : (close) Down, Forward(x2), Back, HK - Reptile takes out a box and turns the knob many times. Then the top opens revealing a big lizard head. The head scares his opponent who then runs off.
SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Sonya does her normal win pose and flowers suddenly bloom across the screen.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
NIGHTWOLF : (past sweep) Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls beside him. At the bottom of the screen are the words : "I've never seen a Kano transformation" OR "No, but I know how to do a Raiden transformation".
JADE : Back, Down, Back(x2), HK - Jade uses her staff as a pogo stick.
SCORPION : (close) Back, Forward(x2), Back, LK - Scorpion takes out a box and turns the knob many times. Then the top opens revealing a big skull head. The head scares his opponent who then runs off.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
MILEENA : Down(x2), Back, Forward, HP - Mileena takes out a mirror, and takes off her mask. She then looks into the mirror with her ugly face and the mirror shatters.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : LK, Run(x2), Up - Sub-Zero engulfs himself into a snowman.
SEKTOR : (half screen) Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants (only the cast of Original MK3) run by and Stryker directs them to the other side.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
KUNG LAO : (past sweep) Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : (past sweep) Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
SHEEVA : Forward(x2), Down, Forward, HP - Sheeva holds a stick in each hand and balances a plate on each.
SHANG TSUNG : LK, Run(x2), Down - Tsung turns into the character from "Joust" and hops off.
LIU KANG : Run(x3), Down+Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SMOKE : (far) Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
HUMAN SMOKE : ???
* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...
Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)
01) MK Dragon : Tournament Outcome
02) MK Logo : Rellim Ohcanep (Play Galaga)
03) Yin-Yang : Battle with ERMAC
04) Number three : Battle with NOOB SAIBOT
05) Question Mark : Random select
06) Lightning Bolt : Fatality Demonstration One
07) Goro : Fatality Demonstration Two
08) Raiden : Fatality Demonstration Three
09) Shao Kahn : NOOB SAIBOT / ERMAC endurance
10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)
11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)
12) Question Mark : Supreme Demonstration
Hidden treasures : Fatality Demonstration Four and Five, another ?
- SERIES -
1. Mortal Kombat (1992, Arcade)
2. Mortal Kombat II (1993, Arcade)
3. Mortal Kombat 3 (1995, Arcade)
4. Ultimate Mortal Kombat 3 (1995, Arcade)
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade)
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS)
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS)
8. Mortal Kombat 4 (1997, Arcade)
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS)
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA)
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2)
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA)
13. Mortal Kombat - Deception / Mystification (2004, PS2)
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2)
15. Mortal Kombat - Armageddon (2006, XBOX, PS2)
16. Mortal Kombat vs. DC Universe (2008, PS3, 360)
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)
19. Mortal Kombat 11 (2019, PS4, One, Switch)
- STAFF -
* Cast :
Kitana, Mileena, Jade : Becky Gable
Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk
Sonya Blade : Kerri Hoskins
Jax : John Parrish
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Kano, Kabal : Richard Divizio
Sindel : Lia Montelongo
Kurtis Stryker : Michael O'Brien
Kung Lao : Tony Marquez
Sheeva : A Clay Model
Liu Kang : Eddie Wong
Shao Kahn : Brian Glynn, Steve Ritchie (voice)
- PORTS -
* CONSOLES:
[US] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-9701H]"
[EU] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-25403H-50]"
[US] Nintendo SNES (oct.1996) "Ultimate Mortal Kombat 3 [Model SNS-A3ZE-USA]"
[EU] Nintendo SNES (nov.28, 1996) "Ultimate Mortal Kombat 3 [Model SNSP-A3MP-EUR]"
[US] Sega Genesis (1996) "Ultimate Mortal Kombat 3 [Model T-97146]"
[EU] Sega Mega Drive (1996) "Ultimate Mortal Kombat 3 [Model T-81616-50]"
Sega Mega Drive [BR] (1996) "Ultimate Mortal Kombat 3 [Model 047270]"
Microsoft XBOX 360 [XBLA] [EU] (oct.20, 2006) : Retired from XBLA in 2010.
Microsoft XBOX 360 [XBLA] [US] (oct.22, 2006) : Retired from XBLA in 2010.
Sony PS3 [PSN] [US] [EU] [AU] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
* HANDHELDS:
[US] Nintendo GBA (dec.12, 2001) "Mortal Kombat Advance [Model AGB-AM5E-USA]"
[EU] Nintendo GBA (mar.1, 2002) "Mortal Kombat Advance [Model AGB-AM5P-EUR]"
[US] Nintendo DS (nov.12, 2007) "Ultimate Mortal Kombat [Model NTR-YUTE-USA]"
[EU] Nintendo DS (dec.7, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-EUR]"
[AU] Nintendo DS (dec.13, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-AUS]"
* COMPUTERS:
PC [MS Windows, Online] [US] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
PC [MS Windows, Steam] [US] (feb.2, 2012) "Mortal Kombat Arcade Kollection"
* OTHERS:
Apple iPhone/iPod [US] (dec.16, 2010) "Ultimate Mortal Kombat 3 [Model 408070814]"
Apple iPhone/iPod [US] (feb.10, 2011) "Ultimate Mortal Kombat 3 for iPad [Model 417787179]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Big Tournament Golf [Model NGM-200] Update submitted by XtC
Big Tournament Golf (c) 1996 Nazca Corporation.
Big Tournament Golf is an arcade golf game in which one or two players choose from a selection of six different golfers, each of which has different strengths and weaknesses to their game. This allows players to select a golfer that suits their preferred style of gameplay.
The six golfers and their attributes are:
* Young Hero (USA) Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3
* Technician (United Kingdom) Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3
* Veteran (Australia) Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2
* Shot Maker (Germany) Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4
* Power Golfer (Brazil) Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1
* Putt Master (Japan) Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5
Players can choose to play on one of four eighteen-hole courses: Germany, Japan, Australia and U.S.A. Two game modes are available: one-player stroke play against the CPU, or stroke or match-play against a second player.
Unlike many golf games of the era that used a two-click swing system to determine the hook or slice of the ball, "Neo Turf Masters" uses a single click for the power of the shot and a second for the height of the shot. Hook and slice are determined before making the shot.
Big Tournament Golf follows the standard golf scoring system. The order from the best to the worst performance is:
Albatros (3 hits under Par)
Eagle (2 hits under Par)
Birdie (1 hit under Par)
Par (reach the par for the hole)
Bogey (1 hit over Par)
Double Bogey (2 hits over Par)
Triple Bogey (3 hits over Par)
If players miss the attempt to make a Triple Bogey, they will have to give up the hole and will suffer an additional penalty. If the ball lands out of bounds or in the water, the player will be penalized one stroke.
* Contests are sometimes announced at the start of a hole:
1) The closest to the pin contest: players must hit the ball as close as possible to the pin when driving off. If their ball gets closer to the pin than the previous record, they will earn a bonus hole.
2) The longest driving contest: players must drive the ball as far as possible. If they exceed the previous record, they will earn a bonus hole.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-200
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Power then Height and shot, [B] Hook, [C] Slice
- TRIVIA -
Big Tournament Golf was released in January 1996 in Japan.
This game is known outside Japan as Neo Turf Masters.
This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed over Irem's death by Irem ex-members with the financal help of SNK. Nasca was originally financed by SNK to adapt their arcade games for home consoles like Playstation and Saturn.
- TIPS AND TRICKS -
* Random Selection: Press A+B+C+D at the player selection and/or the course selection screen.
* Sometimes contests appear during a hole:
1) The closest to the pin contest: you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole.
2) The longest driving contest: you have to drive the ball as far as possible. If you exceed the previous record, you will earn a bonus hole.
- SERIES -
1. Neo Turf Masters (1996)
2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Big boss : Y. Kohdoh
Boss : Takashi Nishiyama
System engineer : Middle
Chief designer : Kinte
Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi
Music director : Hiya
S.E. coordinator : Jin jin
Voice : Yoshimi & Steve
Chief programmer : Mr N.
Programmer : H. Yamada, Zen, Hirokun, Kohkishi
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Toy Fighter [Model 840-0011C] Update submitted by XtC
Toy Fighter (c) 1999 Sega.
- TECHNICAL -
Cartridge ID: 840-0011C
Runs on the Sega "NAOMI" Hardware.
- TRIVIA -
Released in September 1999.
This game is also known as "Waffupu".
- PORTS -
* CONSOLES:
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] The Typing of the Dead [Model 840-0026C] Update submitted by XtC
The Typing of the Dead (c) 2000 Sega Enterprises, Limited.
This game is similar to House of the Dead series, but here there is no gun to kill the zombies, there is just a keyboard and you must type the words that appears on the screen as fast as possible to kill the bad guys.
- TECHNICAL -
Cartridge ID: 840-0026C
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
The Typing of the Dead was released in January 2000.
- PORTS -
* CONSOLES:
Sega Dreamcast (mar.2000)
Sony PlayStation 2 (2004, "The Typing of the Dead: Zombie Panic")
* COMPUTERS:
PC [MS Windows] (Dec.2000) [Model HCJ-0300-1]
PC [MS Windows] (Sep.2001) [Model HCJ-0313]
PC [MS Windows] (Sep.2005) [Model HCJ-0381]
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Top Hunter - Roddy & Cathy [Model NGM-046] Update submitted by XtC
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.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-046
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes
- TRIVIA -
Released in May 1994.
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.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Top Hunter - Shisekai Gakkyoku Zatsugidan - PCCB-00157) on July 21, 1994.
- STAFF -
Producer : Eikichi Kawasaki
Planners : Yasumi Tozono (Tozono), M. Matsuda, Y. Hashimoto
Front Designers : Tatsuya Shinkai, Khozoh Nagashima, C.A.C. Yamasaki, Mikarin Nishida
Back Designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki, Eri Kohjitani, Oda Nobunaga
Programmers : Carib, Shochan, Imasa. F, Data Tada
Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Masahiko Hataya (Papaya), Toshio Shimizm (Shimizm)
Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung
Special Thanks : James Hove, H. Tanaka, Miyagami, STG Oyaji
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.24, 1994) "Top Hunter - Roddy & Cathy [Model NGH-048]"
[JP] SNK Neo-Geo CD (Sep. 29, 1994) "Top Hunter - Roddy & Cathy [Model NGCD-048]"
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The Next Space Update submitted by XtC
The Next Space (c) 1989 SNK.
A vertical scrolling shooter.
Pilot your spaceship through the deep space, collect various speed and weapon items to take down a multitude of enemies, and restore peace to the galaxy!
The game concept is all about the power-ups. The game offers ten items to pick up, including speed boosts, laser weapons, a spread gun, a flamethrower, a tiny spaceship helpers and missiles.
- TECHNICAL -
PCB Number : A8004
Prom Stickers : NS
Main CPU : Motorola 68000 (@ 9 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The Next Space was released in October 1989 in Japan.
- STAFF -
Boss : Eikichi Kawasaki
Producer : Shochan
Main programmer : Shochan
Sub programmer : Data Tada
Advisers : Bucho, Tama, Koyan, Konny
Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan
Sound : Kidon
Hardware : Ebara
Character designers : Shochan, Tsukamichi
- PORTS -
* CONSOLES:
Sony PSP (2012)
Sony PS Vita (2012)
Sony PlayStation 3 (2012)
- SOURCES -
Game's ROM.
Accepted [+] [X] Thayer's Quest Update submitted by XtC
Thayer's Quest (c) 1984 RDI Video Systems.
This is a fantasy title, and has unbelievable graphics (hand drawn animations pulled from a laserdisc). You guide young Thayer on a quest through the three kingdoms. You are supposed to defeat Sorsabal The Twisted at the end of the game. This game is far different from most laserdisc games. It is not a 'tweak' game, it works more like a 'Choose Your Own Adventure Story'. It doesn't always tell you all your available options, but you do not have to memorize complex, precisely timed movements like you do in "Dragon's Lair". Once you know what to do in a given Thayer's Quest scene then you will be able to do it every time. To make up for this ease of memorization the programmers decided to make the game automatically deduct a life every so often, to keep the player from being able to play forever on a single quarter (which was a big problem with "Dragon's Lair").
- TRIVIA -
This game was not finished! Thayer's Quest includes only 3 kingdoms ('Weigard', 'Illes' and 'Iscar') of the 5 Kingdoms ('Far Reaches' and 'Shadoan' are missing). The game was simultaneously produced for the RDI Halcyon home system in 1984. The Halcyon's Thayer's Quest laser disc is double sided and it contains a great deal of material not found on the coin-op version disc.
Thayer's Quest was released only as a conversion kit for "Dragon's Lair" and "Space Ace". The kit replaced a lot of the original hardware, and included new side graphics (which consisted of a huge RDI logo, they didn't mention the game on the side, because they planned to release a whole line of games on the Thayer's Quest hardware, but those other games were never made). This game does not have a joystick at all. Instead it uses a keyboard for control (This was the first arcade game ever to have a qwerty keyboard). In an effort to save several dollars per unit, RDI decided to use a membrane style keyboard instead of a more sturdy switch based one. That was a really bad decision, the keyboards on these games do not last, they are easily damaged, and are not of high enough quality to use in an industrial coin-op product. Thayer's Quest also used a laser disc player, it could use either the Pioneer PR-7820, or the Pioneer LD-V1000.
- TIPS AND TRICKS -
* Humor : When prompted to type in your name, do nothing. After intervals of one minute or so, the game speaks out saying things like 'Do not be shy, enter your name', 'Have you gone to the toilet?', 'Do not be a stranger now, enter your name', 'Look lively now' and a whole host of other funny comments.
- SERIES -
1. Thayer's Quest (1984)
2. Kingdom - The Far Reaches (Sega 32X CD [Unreleased Prototype])
- PORTS -
* CONSOLES:
RDI Halcyon System (1984)
Sega CD : Unreleased prototype
Philips CD-I (1995, "Kingdom")
Panasonic 3DO
* COMPUTERS:
PC (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Survival Arts Update submitted by XtC
Survival Arts (c) 1993 American Sammy.
Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Survival Arts was released in October 1993.
Developed by Sekarab, this video game is their first game.
Sekarab was established by Former UPL game designer. They developed arcade games until 1995. But they weren't interested in arcade games. In 2002, as soon as they changed to develop console games, they became a subsidiary of Cavia. After 3 years, they changed their company name to Feelplus. In 2011, they decided to merge with AQ Interative (former Cavia).
After Dantel is defeated, two Hitler heads in blue are seen in the ending.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : Mutsuo Haneho
Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi
Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto
Sound & music composer : Shigeyuki Shinbo
Director of photography : Nobuhiho Ikeuchi
Programmer : Yoshio Asai
* CAST :
Viper : Jon Walter
Gunner : Brian Creech
Mongo : Handa David
Tasha : Saskia
Hiryu : Takeaki Katoh
Hanna : Monica Brown
Kane : Hideaki Takahashi
Santana : Hose Brand
Dantel : Sam Rodetsky
- PORTS -
* CONSOLES:
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Sega Touring Car Championship Update submitted by XtC
Sega Touring Car Championship (c) 1996 Sega.
- TECHNICAL -
Runs on the Sega "Model 2C" hardware.
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Sega Touring Car Championship was released in September 1996.
OSTs :
Sega Touring Car Championship : Marvelous Entertainment (MMV) MJCA-00002 / MJCA-10002 Oct 17, 1997
Sega Racing Best : Marvelous Entertainment (MMV) MJCA-00043 Mar. 3, 1999
- TIPS AND TRICKS -
* Music Select : After qualifying, press the blue and red buttons to the left of the steering wheel.
Cycle through 'Avec Trax', 'Sega sound', 'Trance', and 'No BGM'.
- PORTS -
* CONSOLES:
Sega Saturn (1997)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Feb.1998) [Model HCJ-0139]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] Update submitted by XtC
Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK.
Super Sidekicks is the 3rd game in the famous Super Sidekicks series of soccer games. Featuring 6 competition modes for 64 world wide teams. Utilizes Digitized Trace Animation and 3-D camera angled shots for realistic on-the-fly action graphics.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-081
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift
- TRIVIA -
Tokuten Oh 3 was released in March 1995 in Japan.
The title translates from Japanese as 'Top Scorer - Way of Glory'.
This game is known outside Japan as 'Super Sidekicks 3 - The Next Glory'.
- TIPS AND TRICKS -
Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark
- 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 -
President : Eikichi Kawasaki
Director : H. Kawano
Planner : Snk R&D Center, Fighting Shooter
Chief programmer : Uzumasa Seven
Main programmers : Ej20Wrx, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 07, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGH-081]"
[JP] SNK Neo-Geo CD (june.23, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGCD-081]"
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Sega Rally Championship Update submitted by XtC
Sega Rally Championship (c) 1995 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Sega Rally Championship was released in January 1995 in Japan.
Originally a Model 1 game, this was near completion when Sega stopped making Model 1 boards, so production was shifted to Model 2 and the artwork was redone.
Thanks to the Model 2 hardware, Sega Rally Championship serves 300,000 polygons per second.
- TIPS AND TRICKS -
* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time.
* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting!
* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see.
* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly.
- SERIES -
1. Sega Rally Championship (1995)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
5. SR3 - Sega Rally 3 (2008)
- STAFF -
Music composed by : Takenobu Mitsuyoshi, Tomoyuki Kawamura
- PORTS -
* CONSOLES:
Sega Saturn (1995)
Nintendo Game Boy Advance (2002)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Jan.1997) [Model HCJ-0111]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Spelunker II - 23 no Kagi Update submitted by XtC
Spelunker II - 23 no Kagi (c) 1986 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1986 by Irem, under license from Broderbund.
The subtitle of this game translates from Japanese as '23 Keys'.
- SERIES -
1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)
- STAFF -
Designed & programmed by : Tim Martin
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Soul Calibur II Update submitted by XtC
Soul Calibur II (c) 2002 Namco, Limited.
Transcending history, and the world, a tale of souls and swords, eternally retold.
The game is set in the year 1591, four years after the events of Soulcalibur. The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoring ceremony on the ruins of the once-proud Ostreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur. The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the azure Nightmare were sucked in a void and expelled in another place. Siegfried, recognizing his sins, set out on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight Nightmare returned. Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival after its defeat. Driven either to possess or destroy it, they join a new journey, while Nightmare begins his rampage, seeking souls to restore Soul Edge once again.
This sequal has improved with great graphics and introduces new characters, stages, and music.
- TECHNICAL -
Namco System 246 hardware
- TRIVIA -
Soul Calibur II was released on July 10, 2002.
Only a few characters actually can unlock Soul Calibur as a weapon, while all the characters can unlock a version of "Soul Edge". The characters who CAN use Soul Calibur, as their tenth weapon, are : Talim, Nightmare and Xianghua, the latter of which can also use, much earlier, a 'evil' version of Soul Calibur. Notably, Talim's version is not a blade, but a pair of bladed tonfa, due to both Soul Edge and Soul Calibur being able to shapeshift into a suitable weapon for the user.
Cassandra Alexandra replaces Sophitia, from "Soul Edge" and the first "Soul Calibur" game, she is also the younger sister of Sophitia and his first debut in this sequal.
A eleventh joke weapon is hidden in the consumer versions, which is a essentially just a very basic weapon with a funny sound effect.
- SERIES -
1. Soul Edge (1996, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (1998, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)
- PORTS -
In each version released, a different character was added, only for that version, as a 'bonus' to loyal followers of the various consoles.
* CONSOLES:
Nintendo GameCube (2003) : has Legend Of Zelda's Link as a exclusive character.
Sony PlayStation 2 (2003) : has Tekken's Heihachi Mishima as a exclusive character.
Microsoft XBOX (2003) : has Spawn as a exclusive character.
Sony PlayStation 3 [PSN] (2013) "Soul Calibur II HD Online"
Microsoft XBOX 360 [XBLA] (2013) "Soul Calibur II HD Online"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Official website: http://www.bandainamcogames.co.jp/am/vg/soulcalibur2/
Accepted [+] [X] Shock Troopers [Model NGM-238] Update submitted by XtC
Shock Troopers (c) 1997 SNK.
Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army.
Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and assorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-238
Players: 2
Control: 8-way joystick
Buttons: 4
=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only)
- TRIVIA -
Released in November 1997.
This game was not released on the Neo-Geo AES home console.
The character Marie has the same voice as King from Art of Fighting.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.
- SERIES -
1. Shock Troopers [Model NGM-238] (1997)
2. Shock Troopers - 2nd Squad [Model NGM-246] (1998)
- STAFF -
Developed by Saurus.
Executive producer : Nobuyuki Tanaka
Executive director : Yasushi Okahara (Yasushi Okaharo)
Planner : kenji Ishimoto
Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto
B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka
Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato
Music composers & Sound effects : Masahiko hataya, Masaki kase
* Voices :
Jackal : Taiyo Ofune
Milky : Reina Hayami
Loki : Kinnosuke Todoroki
Southern cross : Sinkichi Kaji
Marie bee : Suzue Isaribi
Rio : Isamu Kida
Maru : Kaeru Tsuchiya
Big mama : Towako Tendo
Cecilia : Yuka Utsumi
Commander : Meijin Takahashi
- PORTS -
* CONSOLES:
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Shanghai Matekibuyuu Update submitted by XtC
Shanghai Matekibuyuu (c) 1998 Sunsoft.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in August 1998 exclusively in Japan.
The title of this game translates from Japanese as 'Shanghai Story of True Valor'.
- SERIES -
1. Shanghai (1988)
2. Shanghai II (1989)
3. Super Shanghai Dragon's Eye (1992)
4. Shanghai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)
- PORTS -
Although this arcade version was released exclusively in Japan, the PlayStation port was released internationally with the title 'Shanghai True Valor'.
* CONSOLES:
Sony PlayStation (1998)
- SOURCES -
Game's ROM.
Accepted [+] [X] Street Fighter EX Plus Update submitted by XtC
Street Fighter EX Plus (c) 1997 Capcom Company, Limited.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Developed by Arika, Street Fighter EX Plus was released in March 1997 by Capcom.
- UPDATES -
Here is the list of all versions :
970311
* US and JAPAN releases.
970407
* US updated release.
- TIPS AND TRICKS -
* Play as B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.
* Play as B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...
1) At the character selection screen, highlight Akuma and press Start(x3).
2) Highlight Kairi and press Start Twice.
3) Highlight Hokuto and press MP or MK.
* Play as Beta : If Beta is in the ranking (appears after 200 hours after installation)...
1) At the character selection screen, highlight Pullum and press Start(x4).
2) Highlight Ryu and press Start(x3).
3) Highlight Blair and press MP or MK.
* Play as Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...
1) At the character selection screen, highlight Garuda and press Start(x5).
2) Highlight Guile and press Start(x4).
3) Highlight D.Dark and press MP or MK.
* Play against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.
* Play against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character...
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Planners: Akira Nishitani (NIN), Junichi Ohno (OHN), Ichirou Mihara (MIZ.), Yuichiro Konno, Hiroshi Nagata
Game programmers: Hori Takamasa, Hiroyasu Od. Hasssy, Akira K.
System programmers: Mitsu, M. Karasawa
Modeling designer: Jun Matsumura (28)
Motion Designers: Dirty Takaoka, Alien Pole, Tanaka Masaaki, Kazuko Kawanaka
Background designers: Motokazu Sakai, Kaori Matsumoto
Effect designer: Seigo Kawakami
Title design: Motokazu Sakai, Osamu Fujita
Sound creators: Shinji Hosoe (MEGA), Ayako Saso (AYA), Takayuki Aihara (J99)
* Voice Actors & Actress :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuko (Miyamura Yuuko)
Guile : Genda Tesshou
Zangief : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Doctrine Dark : Takagi Wataru
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki : Tomomichi Nishimura
Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu
Special Thanks: Yoshiki Okamoto, Wakamatsu (BET 50), Tomotaka Suzuki
Producer: Akira Nishitani (NIN)
- PORTS -
Notes: In these versions, Sakura Kasugano and Dhalsim are playable.
* CONSOLES:
[JP] Sony PlayStation (jul.17, 1997) "Street Fighter EX Plus Alpha [Model SLPM-86041]"
[US] Sony PlayStation (sept.30, 1997) "Street Fighter EX Plus Alpha [Model SLUS-00548]"
[EU] Sony PlayStation (nov.1997) "Street Fighter EX Plus Alpha [Model SLES-00939]" : Also released in both Platinum and Value editions (1999 (exact day unknown) for Platinum, dec.29, 2000 for Value)
[JP] Sony PlayStation (sept.23, 1998) "Street Fighter EX Plus Alpha [The Best] [Model SLPS-91088]"
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Street Fighter EX2 Plus Update submitted by XtC
Street Fighter EX2 Plus (c) 1999 Capcom Company, Limited.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Street Fighter EX2 Plus was released by Capcom in June 1999 in Japan.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter EX 2 Plus - CPCA-1038) on 19/02/2000.
- UPDATES -
Here is the list of all versions :
990611
* US, JAPAN, and ASIA releases
ADDITIONAL NOTES:
The US version has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Fury list (Level 3 only)
Area - FINAL CANCER (1 time by match):
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs.
Bison (Vega) - PSYCHO BREAK SMASHER:
Left (2 seconds), Right, Left, Right + All Punchs.
Blanka - SUPER ELECTRIC SANDER:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
C. Jack - HOMERUN KING:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Chun-Li - KIKOU SHOU GOKU:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Doctrine Dark - DEATH TRAP:
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Darun Mister - G.O.D.:
(close) Right, DownRight, Down, DownLeft, Left, UpLeft, Up + All Punchs... then continue with Right, DownRight, Down, DownLeft, Left, UpLeft, Up + Punch or Kick several times.
Dhalsim - YOGA INFERNO:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Garuda - RAISEN SHO:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks... and just after the fifth hit : Down, DownRight, Right, Down, DownRight, Right + Kick... and roughly after the sixth or seventh hit : Down, DownLeft, Left, Down, DownLeft, Left + Punch.
Hokuto - SHIRASE GATANA:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Kairi - EVIL DANCE:
(near) LP, LP, Right, LK, HP
GODLY PALM FORCE (1 time by match) : Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ken - ALL OF THE ABOVE:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Nanase - MACHIYOI TENSHOU GEKI:
LP, LP, Right, LK, HP.
Pullum Purna - GRADOUSU BALL:
Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ryu - SHIN SHO RYU KEN:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Sagat - TIGER STORM:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Shadowgeist - SHADOW PUNCH:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Sharon - ASSAULT RIFLE:
(better to be 'close') Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Skullomania - SUPER ENERGY FIELD:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Vega (Balrog) - SUPER SKY HIGH CLAW:
(close) DownLeft, DownRight, DownLeft, DownUp + All Kicks, a rebound on the wall then Punch.
Guile - SONIC BOOM TYPHOON:
Left (2 seconds), Right, Left, Right + All Kicks.
Vulcano Rosso - SHIKEI:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Zangief - COSMIC FINAL ATOMIC BUSTER:
(close) 720Ā° + All Punchs.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Developed by Arika.
Director: Akira Nishitani (Nin)
Planner: Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers: Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer: Jun Matsumura
Motion designers: Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers: Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators: Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support: Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri
- PORTS -
The original Sony PlayStation is the only platform this game was ever ported to. These versions features Hayate as hidden character.
* CONSOLES:
[EU] Sony PlayStation (1999) [Model SLES-02598] : also released in a White Label edtion (apr.27, 2001)
[JP] Sony PlayStation (dec.22, 1999) [Model SLPS-02508]
[US] Sony PlayStation (dec.30, 1999) [Model SLUS-01105]
- SOURCES -
Game's manuals.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Sengoku Densyo [Model NGM-017] Update submitted by XtC
Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku].
Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-017
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Attack [B] Jump [C] Change
- TRIVIA -
Sengoku Densyo (translates from Japanese as 'Civil War Tradition') was released on February 12, 1991 in Japan.
This game is known outside Japan as just Sengoku.
The game includes different items which change the special attacks :
* Green : When 10 green items are collected, life gauge gain 1up
* Red : Samurai sword
* Blue : Double sword
* Purple : Holy sword
* Gold : Unknown effect
In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.
- TIPS AND TRICKS -
Hold the attack button for a couple seconds to launch a burst of energy from the player's fist.
There are some samurais whose swords can be broken if the player bashes the attack button enough times. remember that this trick can be done when the player is in his normal form and bare-handed (no sword power-ups).
- SERIES -
1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 [Model NGM-261] (2001)
- STAFF -
Producer : Yanbaru
Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch
Sound : Tate Norio, Toshio Shimizm (as Shimizum)
Pictures : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of
Game Assistants : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori
Directors : Tama, Moonmin
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991) "Sengoku Densyo [Model NGH-017]"
[JP] Nintendo Super Famicom (Sept. 22, 1993) "Sengoku Densyo [Model SHVC-G5]"
[JP] Sega Mega CD (Dec. 28, 1993) "Sengoku Densyo [Model T-24034]"
[JP] SNK Neo-Geo CD (Mar. 17, 1995) "Sengoku Densyo [Model NGCD-017]"
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Super Contra [Model GX775] Update submitted by XtC
Super Contra (c) 1988 Konami.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Contra - Alien no Gyakushuu [Model GX775]".
- TECHNICAL -
Game ID : GX775
- TRIVIA -
Super Contra was released in January 1988.
This western version ends the game after the staff roll, while the Japanese version takes the player to a second and harder cycle of the game.
- SERIES -
1. Contra [Model GX633] (1987, Arcade)
2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade)
3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy)
4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive)
6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation)
7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation)
8. Shin Contra (2002, PlayStation 2)
9. Neo Contra (2004, PlayStation 2)
10. Contra 4 [Model NTR-YCTE-USA] (2007, DS)
11. Contra ReBirth (2009, WiiWare)
- STAFF -
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[US] Nintendo NES (apr.1990) "Super C [Model NES-UE]"
[EU] Nintendo NES (1992) "Probotector II: Return of the Evil Forces [Model NES-PD]"
Microsoft XBOX 360 [XBLA] [US] [EU] (jul.25, 2007)
Nintendo Wii [Virtual Console] [US] (aug.27, 2007) NES version
Nintendo Wii [Virtual Console] [EU] (oct.12, 2007) NES version
[US] Nintendo DS (nov.13, 2007) "Contra 4 [Model NTR-TCTE-USA]" : As unlockable bonus content.
Microsoft XBOX 360 [US] (dec.15, 2009) "Konami Classics Vol.1 [Model 30085]" : XBLA version
* COMPUTERS:
Commodore Amiga [US] (1990) "Super C"
PC [MS-DOS] [US] (1990) "Super C"
[US] PC [MS Windows, CD-ROM] (nov.16, 2002) "Konami Collector's Series - Castlevania & Contra") : NES version
* OTHERS:
Mobile Phones [US] (2008)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Samurai Spirits [Model NGM-045] Update submitted by XtC
Samurai Spirits (c) 1993 SNK.
The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-045
Players : 2
Control : 8-way joystick
Buttons : 4
=> With weapon : [A] Light attack, [B] Medium attack
=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick
- TRIVIA -
Samurai Spirits was released in July 1993 in Japan.
The game is known outside Japan as 'Samurai Shodown'
Samurai Spirits is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".
Samurai Spirits also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.
Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.
Samurai Spirits is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...
Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.
Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.
Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.
Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.
Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.
Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.
Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).
Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.
Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.
Nakoruru is a homage to Sailor Moon.
A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.
Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.
* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep!
* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though!
* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.
* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!
* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!
- SERIES -
1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Spirits 64 (1997)
6. Samurai Spirits 2 - Asura Zanmaden (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)
- STAFF -
Executive producer : Eikichi Kawasaki
Main producer : Rocket Queen
Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki
Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino
Back designers : Fukui Tomoaki, AAA, Keisen (as Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino
Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N
Music : Tate Norio, Masahiko Hataya (Papaya)
Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino
* Character designers :
Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu
Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu
Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Ukyo Tachibana : Kazu, The.Fool
Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)
Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool
Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Kyoshiro Senryo : Kazu, Erina.Makino
Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros)
Haohmaru : K.Shintani-F91, Erina.Makino
Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool
Shirou Tokisada : Miki
Charlotte, Poppy : Kuwa.Bee
Mamahaha : Erina.Makino
* Voice actors :
Haomaru, Hanzo Hattori, Galford, Earthquake : Masaki Usui
Jubei Yagyu, Wan-Fu : Takayuki Sakai
Ukyo Tachibana, Gen-an Shiranui, Shiro Tokisada Amakusa : Eiji Yano
Kyoshiro Senryo, Tam Tam : Kazuhiro Inage (Key Inage)
Nakoruru, Charlotte : Harumi Ikoma
Special thanks : M.Mioshi, Yama.O, Yama.R, Yama.P, Honda.NR, Sk, Yokosuka. Boy, Morioka, Chika2, J.Mikami, Miyakami, Atsushi, Iwata Kun, Y.Yoshida, Yoshi.Kaneko, Speaker.R, Magi2spapa, Ma2, D.S.K
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Spirits [Model NGH-045]"
[US] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Shodown [Model NGH-045]"
[JP] Nintendo Game Boy (june.30, 1994) "Nettou Samurai Spirits [Model DMG-X4J]"
[JP] SNK Neo-Geo CD (Sep. 09, 1994) "Samurai Spirits [Model NGCD-045]"
[JP] Nintendo Super Famicom (Sep. 22, 1994) "Samurai Spirits [Model SHVC-A7SJ-JPN]"
Nintendo Super NES [US] (Nov.1994) "Samurai Shodown [Model SNS-P-A7SE]"
Nintendo Super NES [EU] (1994) "Samurai Shodown [Model SNS-P-A7SP]"
[US] Nintendo Game Boy (Nov.1994) "Samurai Shodown [Model DMG-X4]"
[JP] Sega Mega Drive (Nov. 19, 1994) "Samurai Spirits [Model G-4127]"
[EU] Sega Mega Drive (1994) "Samurai Shodown [Model 670-6282-50]"
[US] Sega Genesis (1994) "Samurai Shodown [Model T-103066]"
[JP] Sega Game Gear (Dec. 16, 1994) "Samurai Spirits [Model T-103027]"
Sega Game Gear [US] (1994) "Samurai Shodown"
Panasonic 3DO [JP] (Feb. 10, 1995) "Samurai Shodown [Model FZ-SJ3155]"
[US] Sega CD (1995) "Samurai Shodown [Model T-60175]"
Sega Mega-CD [EU] (1995) "Samurai Shodown"
[JP] Sony PlayStation (Mar. 26, 1998) "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]"
[JP] Sony PS2 (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]"
[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]"
[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]"
[KO] Nintendo Wii (Feb. 24, 2009) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSK-KOR]"
[US] Sony PS2 (Mar. 24, 2009) "Samurai Shodown Anthology [Model SLUS-21629]"
[US] Sony PSP (Mar. 24, 2009) "Samurai Shodown Anthology [Model ULUS-10401]"
[EU] Sony PSP (Mar. 27, 2009) "Samurai Shodown Anthology [Model ULES-01211]"
[EU] Nintendo Wii (Apr. 04, 2009) "Samurai Shodown Anthology [Model RVL-RSSE]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]"
[JP] Sony PSP (june.24, 2010) "SNK Arcade Classics Vol.1 [SNK Best Collection] [Model ULJS-00297]"
Sony PS3 [PlayStation Store] (Dec.2010)
* COMPUTERS:
FM Towns [JP] (1995) "Samurai Spirits [Model JH-012]"
* OTHERS:
Mobile Phones [US] (jul.15, 2004) "Samurai Shodown"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Rolling Thunder Update submitted by XtC
Rolling Thunder (c) 1986 Namco.
Rolling Thunder is a single-player scrolling platform shoot-em-up in which a James Bond-esque secret agent codenamed 'Albatross' has been ordered by the Rolling Thunder anti-espionage unit to stop the criminal organization known as Geldra. Albatross must also rescue captured field agent, Lelia Blitz and overthrow Geldra's leader, Maboo.
Rolling Thunder's gameplay takes place on two levels of platforms, with the player able to jump or drop to platforms as and when required. Albatross begins the game armed with only a standard-issue pistol and a limited amount of ammunition. If the pistol's ammunition runs out, the player can only fire a single slow "chaser" bullet - with only one allowed on-screen at any one time - until more ammo is acquired.
Each level is littered with doors; most of these contain constantly emerging enemies and must be carefully passed; some, however, also provide ammunition and new weapons. Ammo rooms are clearly marked while weapons rooms have re-enforced metal doors. A weapons room gives the player a fully automatic assault rifle that allows for continuous firing by holding down the shoot button. As with the pistol, the assault rifle has a limited amount of ammunition.
The majority of Rolling Thunder's protagonists are hooded soldiers known as "Maskers". Maskers are dressed in various colors, which determines both their strength and attack pattern. Some Maskers do not shoot, but throw grenades instead, while others will shoot their gun while crouching, making their shots much harder to avoid.
Other enemies includes ninjas, mutated bats known as Gelzos, panthers, shrieking yellow creatures known as Blogas and lava men.
Albatross must travel through two different segments or "stories" - each composed of five stages - making for a total of ten stages. The stages in Story 2 are essentially a harder version of their Story 1 counterparts, featuring more traps and different enemy placement. At the end of the final stage, the player must battle the Geldra leader Maboo to rescue Leila and complete the mission.
- TECHNICAL -
Namco System 86 hardware
Game ID : RT
Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Rolling Thunder was released in December 1986.
Rolling Thunder was the first Jamma game ever produced.
Licensed to Atari for US distribution (February 1987). 2,406 units were produced in the USA by Atari.
A Rolling Thunder unit appears in the 1996 movie 'High School High'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.
- UPDATES -
NEW VERSION :
* New title screen.
* BGM of area 1, 2, 5, 6, 7, and 10 are changed.
* Different enemy arrangement.
* Addition of a Continue feature.
* Addition of the Extra-life feature.
* 150 time units (180 in the old version).
- TIPS AND TRICKS -
* One of rolling thunder's more useful 'hidden features' is that it's actually possible to visit the ammo rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps (ensuring that the door in question is completely off screen), then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections' and once you cross a section boundary, the game forgets everything from the previous section.
* A step-by-step guide to one of Rolling Thunder's more impressive glitches :
1) In levels five and ten, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the RIGHT).
2) At this point, jump UP onto the platform, then position yourself at the very RIGHT EDGE of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very LEFT EDGE of the BOXES; then jump DOWN. This will put you at the very LEFT EDGE of the boxes.
3) Next, making sure not to move the joystick to the left, walk towards the RIGHT, hit the JUMP button, and you should find yourself 'caught' between the bottom and top boxes. Then jump RIGHT again, clearing the top box and landing on the ground. Don't fire at anyone, and don't panic, but simply go to the RIGHT watch yourself walk through everybody completely unharmed. You can simply walk past everyone until you reach the final, cloak-wearing enemy. Finally, providing you have properly stocked up on 'MG bullets' earlier in the game, simply hold down the fire button and kill the enemy. One final thing to note is that when using this method on level TEN, in that last area before the final arena, there are the 'stairs-like' hurdles, and on each of these steps, a white enemy will appear.
4) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.
* This is completely useless, but fun to do : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit. This results in your agent jumping backwards a little every time. When the force field catches you, your character will appear to 'moonwalk' into the exit.
- SERIES -
1. Rolling Thunder (1986, Arcade)
2. Rolling Thunder 2 (1991, Arcade)
3. Rolling Thunder 3 [Model T-14096] (1993, Genesis)
- STAFF -
Music composed by : Junko Ozawa
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (mar.17, 1989)
[US] Nintendo NES (1989)
[JP] Sony PlayStation (oct.30, 1997) "Namco Museum Encore [Model SLPS-01050]"
[US] Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[US] Nintendo GameCube [US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[US] Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[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]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (jul.21, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[US] Atari Lynx : Unreleased prototype
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[KO] Sony PSP (nov.8, 2007) "Namco Museum Vol.2"
* COMPUTERS:
Atari ST (1986)
[EU] Commodore Amiga (1987)
[US] Commodore C64 [EU] (1987)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Commodore Amiga (1988) "Amiga Gold Hits 1"
[US] PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[AU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
[US] LCD handheld game (1986) released by MGA (Micro Games of America).
[US] Apple iPhone/iPod (mar.13, 2012) "Namco Arcade [Model 465606050]"
[US] Arcade (2010) "Pac-Man's Arcade Party"
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Radiant Silvergun [Model 610-0374-98] Update submitted by XtC
Radiant Silvergun (c) 1998 Treasure.
Sometime in the future, scientists have discovered a diamond-shaped alien device deep in space. The mysterious alien device detonates while being probed, starting a chain reaction which destroys the entire planet. Fortunately, there's a group of slap-happy space cadets who are up in orbit who aren't affected by the explosion, but witness it, so they decide to do something about it - which means finding a way to travel back in time to avert the catastrophe before it happens!
Radiant Silvergun is a vertically scrolling shoot-em-up rendered with a superb mix of 2 & 3-D graphics, and is widely considered to be the finest ever game of its type in what is a very crowded genre.
Part of the reason for the game's huge success is in the implementation of its weapons system. Unlike other shoot-em-ups, all of the game's weapons are available to the player from the very beginning. Silvergun's control panel consists of 3 different fire buttons, each of which activates a different weapon; either 'Vulcan', 'Homing' or 'Spread'. In addition, players can activate 4 extra weapons using a combination of the t3 fire buttons. These are :
* A + B = Homing Plasma
* A + C = Backwards Wide Shot
* B + C = Homing Spread
* A + B + C = Radiant Sword
At the start of a game, the player's weapons are very weak, but they can be 'powered-up' by shooting same-coloured enemies (chaining), in a fashion similar to gaining experience for a weapon in a role playing game.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-98
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Radiant Silvergun was released in May 1998 in Japan.
Toshiba EMI released a limited-edition soundtrack album for this game (Radiant Silvergun Soundtrack + - TYCY-5613) on 07/08/1998. The soundtrack was so popular that it was reprinted by Absord Music Japan (Radiant Silvergun Soundtrack + - ABCA-5043) on 24/03/2004.
- TIPS AND TRICKS -
* Radiant Silvergun's weapons in detail :
1. VULCAN (A button) : a devastating forward firing set of plasma bursts (heavy fire forwards the enemy). This is potentially the best weapon against any enemy, when at full power it can take down even the toughest enemies in a few shots. The only disadvantage is that it's fire is very concentrated and as such you need to move a lot to avoid fire.
2. HOMING (B button) : green homing pulses which target anything that is hovering around you. Even though it is initially weak, at full power it becomes very powerful and requires less movement than the Vulcan.
3. SPREAD (C button) : a wide shot which goes further the longer you hold down the fire button. A little tip; rapidly press the fire button to create a explosion shield around the front of your ship.
4. HOMING PLASMA (A+B buttons) : a double trail of homing lasers which target anything within a 120 degree angle in front of your ship. Moderately powerful, and has a habit of targeting the wrong enemy.
5. TAILGUN (A+C buttons) : a Thunderforce-style tailgun shot which is invaluable in many areas; especially the areas where you get attacked repeatedly from behind.
6. LOCK-ON SPREAD (B+C buttons) : slow moving but powerful shots which target anything in close range. (NOTE - THIS IS THE ONLY WEAPON THAT CAN LOCATE THE SECRET DOGS).
7. RADIANT SWORD (A+B+C buttons) : the game's most powerful weapon. Collecting ten pink bullets with the sword powers up the RSG meter, once full you can use the Hyper Sword and destroy almost everything on the screen.
* Chain bonus : break the same color enemies 3 times without a break.
* Secret bonus : break the enemies with Red -> Blue -> Yellow. If you destroy the enemies with the following pattern, will get 2 Chain Bonuses and 1 Secret Bonus [Red ->Red->Red->Blue->Yellow->Yellow->Yellow]
* Weapon bonus
1) Vulcan : Hit over 200 times without a break.
2) Homing : Hit over 300 times without a break.
3) Spread : Hit 16 times before Spread explodes.
4) Homing Plasma : Hit over 10 seconds against 1 enemy.
5) Back Wide : Hit over 300 times within 2 seconds.
6) Lock on Spread : Hit an explosion over 15 seconds.
7) Radiant Sword : Hit over 5 seconds.
* Secret character Merry Dogs : You can find secret character called 'Merry Dogs' by Lock on Spread. For example : at the starting of 1st Stage, Merry Dogs is hidden in lower-right position on screen.
- SERIES -
1. Radiant Silvergun (1998)
2. Ikaruga (2001)
- STAFF -
Directed/Produced by : Hiroshi Iuchi
Assistant Director : Namie and Merry
Based on Story/Screenplay by : Hiroshi Iuchi
Tyrant Programer : Fukuryu
Zako Enemies Program and Set by : 1998/Nami
Boss Enemies Program by : 2015/Nami
BG, Demo, 5 Bosses, Tool Program : Atsutomo Nakagawa, (133MHz)
Inu Program : Choko Monkey
Object Design : Dad Oginon, Naokiman
Object Design Rookie : E-Suzuki
BG Graphic : Hiroshi Iuchi 11
Character Designed by : Han
Music by : Hitoshi Sakimoto
Sound Effects : S. Murata
Opening, Ending Picture by : Gonzo
English Translation : Haruko Hosaka
Special Thanks : Koji Ohto, Akiyoshi Shinpo, Kaoru Uno
Debug Cooperator : Kji, Shirotg, Waka, Kazuhiko Murakami
Debug Dog : Merry
Executive Producer : Masato Maegawa
- PORTS -
* CONSOLES:
A Sony PlayStation port of this game was planned, but eventually scrapped, as the console did not have enough power to generate the huge amount of sprites the game requires.
[JP] Sega Saturn (jul.23, 1998) "Radiant Silvergun [Model T-32902G]"
Xbox Live Arcade (2011)
- SOURCES -
Game's ROM.
Official website: http://www.treasure-inc.co.jp/products/lp/silvergun/sgindex.html
Accepted [+] [X] Road Riot 4WD Update submitted by XtC
Road Riot 4WD (c) 1991 Atari Games Corp.
- TECHNICAL -
Atari G42 hardware
Game ID : 136089
Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Road Riot 4WD was released in June 1991. 900 units were produced in the USA and 300 in Ireland. The selling price was $7995 at its time of release.
- SERIES -
1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)
- STAFF -
Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)
Software design & implementation : Dennis Harper (DDH), David S. Akers (DSA)
Hardware engineer : Sam Lee (SL)
Controls : Milt Loper
Expert technician : Farrokh Khodadadi (FRK)
Video imaging : Rob Rowe
Hardware supervisor : Pat McCarthy
Music and video : Don Diekneite
Animation : Sean Murphy
Marketing manager : Linda Benzler (LB)
Nu/Omega / Team director : John Ray
- PORTS -
* CONSOLES:
Nintendo Super Famicom
Atari Lynx : Unreleased prototype
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Relief Pitcher Update submitted by XtC
Relief Pitcher (c) 1992 Atari Games.
A baseball game with an option of playing a standard baseball game or playing as a relief pitcher through a series of games.
- TECHNICAL -
Game ID : 136093
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1992.
- STAFF -
Design : Mike Hally, Peter Lipson
Additional Design : Mark Stephen Pierce
Programmer : Peter Lipson
Graphics : Mark Stephen Pierce
Additional Graphics : Scott Sava
Music & Sound : Don Diekneite
Technician : Cris Drobny
Voice : Jack Buck
- PORTS -
* CONSOLES:
Atari Lynx : Unreleased prototype
Nintendo Super Famicom (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Race Drivin' [Cockpit model] Update submitted by XtC
Race Drivin' (c) 1990 Atari Games Corp.
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
- TECHNICAL -
[Cockpit model]
Game ID : 136077
Main CPU : Motorola 68010 (@ 8 MHz), TMS34010 (@ 48 MHz), ADSP2100 (@ 8 MHz), DSP32C (@ 40 MHz)
Sound CPU : Motorola 68000 (@ 8 MHz), TMS32010 (@ 20 MHz)
Sound Chips : Speaker, DAC
Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake
- TRIVIA -
Race Drivin' was originally released in August 1990 in the USA. 800 units were produced in the USA and 396 in Ireland for European distribution. Its selling price was $8,995 at its time of release.
In October 1990, cockpit conversion kits (for "Hard Drivin'") were produced: 729 in the USA and only 37 in Ireland. Selling Price was $1,425.
In April 1991, upright conversion kits were available: 250 in the USA produced and 100 in Ireland. Selling Price was $1,445.
Also released as "Race Drivin' [Compact model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View.
There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
- UPDATES -
Notes: On the British and Japanese versions, you are in a right-hand drive car.
Cockpit versions history:
Revision 1 :
* World and British releases.
Revision 2 :
* World and German releases.
* Software version : 2.1.
Revision 3 :
* World release.
* Software version : 2.2.
Revision 4 :
* World, British and German releases.
* Software version : 2.3.
Revision 5 :
* World, British and German releases.
* Software version : 2.4.
- TIPS AND TRICKS -
1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.
- SERIES -
1. Hard Drivin' [No. 136052] (1988)
2. Race Drivin' (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main:
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3-D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others:
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima
Technical Support, Administrative Support, Management, Manufacturing, Etc. : Chris Ahmadjian, Jim Arita, Sam Arthur, Karen Atkinson, Norm Avellar, Geoff Barker, Jeff Bell, Elsa Betancourt, David Bishop, Karen Bjorkquist, Jim Breshears, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Sang Cho, Gina Close, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Bryan Datu, Judy Davis, Andrea Dencker, Mario Diaz, Joseph Dieu, Kyoko Dougherty, Joyce Fluty, Jim Freitas, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Tim Hubberstey, Arthur Jackson, Berry Kane, Michael Klug, John Knoedler, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Melanie Martin, Glenn McNamara, Victor Mercieca, Rick Meyette, Dan Mohr, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Kwang Oh, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Sam Records, Rob Rowe, Jose Sandoval, Brian Schorr, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Mary Sumner, Peter L. Takaichi, Lois Turner, Ignacio Valdovinos, Al Vernon, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Ron Wrightnour, The Atari Workers
* Uncredited:
Team leader : John Ray
- PORTS -
* CONSOLES:
[EU] Nintendo SNES (1992) "Race Drivin' [Model SNSP-RV-EUR]"
[US] Nintendo SNES (oct.1992) "Race Drivin' [Model SNS-RV-USA]"
[US] Sega Genesis (1993) "Race Drivin' [Model T-48246]"
Sega 32X : Unreleased prototype
[JP] Sega Saturn (aug.4, 1995) "Race Drivin' [Model T-4802G]"
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:
[US] Nintendo Game Boy (jan.1993) "Race Drivin' [Model DMG-RV-USA]"
[EU] Nintendo Game Boy (1993)
* COMPUTERS:
[EU] Atari ST (1991)
[EU] Commodore Amiga (1992)
[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] Qix Update submitted by XtC
Qix (c) 1981 Taito Corp.
The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.
- TECHNICAL -
Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)
- TRIVIA -
Qix was released in October 1981 in the USA.
Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Qix".
The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.
Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.
A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
- SCORING -
There are a couple of ways you earn points in Qix. The first involves actually claiming areas.
There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.
NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.
You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.
During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).
- TIPS AND TRICKS -
* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.
* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.
* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.
* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.
* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.
* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.
* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.
* To maximize points, draw narrow, tall boxes, like fingers, from the bottom. When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.
* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.
- SERIES -
1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)
- STAFF -
Designed & programmed by : Randy Pfeiffer, Sandy Pfeiffer
- PORTS -
* CONSOLES:
[US] Atari 2600 : Release cancelled
[US] Atari 5200 (1982) "Qix [Model CX5212]"
Atari XEGS
[US] Nintendo NES (jan.1991) "Qix [Model NES-QX-USA]"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
Sony PlayStation 2 [AU] (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:
Nintendo Game Boy [AU] (1990) "Qix [Model DMG-QX-AUS]"
[EU] Nintendo Game Boy (1990) "Qix [Model DMG-QX-NOE]"
[JP] Nintendo Game Boy (apr.13, 1990) "Qix [Model DMG-QXA]"
[US] Nintendo Game Boy (may.1990) "Qix [Model DMG-QX-USA]"
Atari Lynx [US] (1991) "Qix [Model LX102]" by Telegames, Inc.
Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (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:
[EU] Acorn Electron (1983) "Stix" by Supersoft
BBC B [EU] (1983) "Stix" by Supersoft
[US] Commodore C64 [EU] (1983) "Stix" by Supersoft
[US] Atari 800 (1983) "Qix [Model CXL4027]"
Sharp MZ-700 [JP] (1983) by Carry Lab
Tandy Color Computer [US] (1984) "Qiks"
Tandy Color Computer [US] (1984) "Quix"
Commodore Amiga [US] (1989)
[US] Commodore C64 (1989)
[US] Apple II (1989)
PC [MS-DOS] [US] (1989)
Apple IIGS [US] (1990)
Oric [US] (2004) "4kQix" by Stephane Geley
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : Release cancelled
Arcade (2003) "Space Invaders 25th Silver Anniversary"
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Puyo Puyo Fever Update submitted by XtC
Puyo Puyo Fever (c) 2003 Sega.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Puyo Puyo Fever was released in November 2003 in Japan. It was also known as "Puyo Pop Fever" outside of Japan.
- SERIES -
1. Puyo Puyo [Model IA-9106] (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! featuring ELLENA System (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)
- PORTS -
* CONSOLES:
Sega Dreamcast (2004)
Sony PlayStation 2 (2004)
Nintendo GameCube (Mar.2004) [Model DOL-GPYJ-JPN]
Microsoft XBOX (Apr.2004) [Model Z75 00001]
Nintendo DS (2004)
Nintendo Game Boy Advance (2004)
Sony PSP (2004)
* COMPUTERS:
PC [MS Windows] (2004)
Apple Macintosh (2004)
- SOURCES -
Game's ROM.