Accepted [+] [X] Pokémon Dream World Story - One Night New entry submitted by Thisismyusername123
- DESCRIPTION -
Microsoft Silverlight game.
- SOURCES -
https://fpfss.unstable.life/web/submission/77986
https://web.archive.org/web/20100926084352/http://pokemon.kids.yahoo.co.jp:80/pgl/index.html
Accepted [+] [X] Cyberbots - Fullmetal Madness [Green Board] Update submitted by XtC
Cyberbots - Fullmetal Madness (c) 1995 Capcom.
A mecha-based fighting game featuring six selectable pilots and twelve selectable mechs with intertwining storylines.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 4 per player.
=> [1] Attack 1, [2] Attack 2, [3] Weapon, [4] Boost
- TRIVIA -
Cyberbots was released in April 1995 in Japan. It was known as the 10th CPS-II game.
All of the mechs in this game appeared originally in "Armored Warriors".
Devilot (on the S-008 Super-8) appear as a secret character in "Super Puzzle Fighter 2 Turbo" and as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".
Jin also appears as a selectable fighter in "Marvel vs. Capcom - Clash of Super Heroes", accompanied by the Blodia mech.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on August 2, 1995.
- TIPS AND TRICKS -
* Play As S-008 Super-8 : After you choose your V.A. before the Vs screen do the following quickly Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2.
* Play As P-10033 gaits : After you choose your V.A. before the Vs screen do the following quickly Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost.
* Play As UVA-02 Helion : After you choose your V.A. before the Vs screen do the following quickly Up, Up, Down, Down, Left, Right, Boost, Weapon.
* Play As X-0 Warlock : After you choose your V.A. before the Vs screen do the following quickly Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon.
- SERIES -
1. Armored Warriors [CP-S II No. 07] (1994)
2. Cyberbots - Fullmetal Madness [CP-S II No. 10] (1995)
- STAFF -
Game Designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Haruo Murata (Mucchi), Tatsuya Nakae (Daichan), 12BW1B
Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato
Object Designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Yutaka Maruno, Yoshino, K. Tokunaga, You-Tenkozow, Urabe Yakkyoku 8, Naoki Fukuda, H. Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, Eizi Murabayashi, Heno Heno, Yuki
Scroll Designers : Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hiroko N., Kichinosuke, Kazu, Akiko O., Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland
Sound Designers : Tomuyuki Kawakami (T.K NY), Takeshi Kitamura (Moe. T)
Sound Composers : Takayuki Iwai (Anarchy Takapon), Akari Kaida (Akari. K -Lemon-), Masato Koda (Kda Mto), Naoaki Iwami (Super 8 Iwami)
Producer : Iyono Pon
* CAST :
Jin Saotome : Furuya Tooru
Mary Miyabi : Takano Urara
Santana Laurence : Yanada Kiyoyuki
Gawaine Murdock : Genda Tesshou
Bao : Kappei Yamaguchi
Mao : Araki Kae
Arieta : Kanai Mika
Hagane Tessan : Ginga Banjou
Kagura Chiyomaru : Ryo Horikawa
Shade : Shozo Iizuka
Dr. Shutain (Gary in the US version) : Ginga Banjou
Jigoku Daishi (Xavier in the US version) : Yanami Jouji
Princess Devilotte Do Deathsatan IX : Kozakura Etsuko
Special Thanks : Noritaka Funamizu (Poo)
- PORTS -
Japanese ports only.
* CONSOLES:
[JP] Sega Saturn (mar.28, 1997) "Cyberbots - Fullmetal Madness [Limited Edition] [Model T-1216G]"
[JP] Sega Saturn (mar.28, 1997) "Cyberbots - Fullmetal Madness [Model T-1217G]"
[JP] Sony PlayStation (dec.25, 1997) "Cyberbots - Fullmetal Madness [Model SLPS-01011]"
[JP] Sony PlayStation 3 (feb.9, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPUF30028]"
* HANDHELDS:
[JP] Sony PlayStation Portable (feb.9, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPUF30028]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Cyberbots - Fullmetal Madness [Blue Board] Update submitted by XtC
Cyberbots - Fullmetal Madness (c) 1995 Capcom Company, Limited.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cyberbots - Fullmetal Madness [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- TRIVIA -
In the original Japanese version's Vs. screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from these Export versions.
After a 1P vs 2P match in the original Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the export versions, the victory quote is just written on screen (without the voice sample).
There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits missing on the export versions.
Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary.
Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the Export versions.
- UPDATES -
The USA version has the Winners Don't Use Drugs screen.
- PORTS -
Non-Japanese ports only.
* CONSOLES:
[US] Sony PlayStation 3 (sept.13, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPJJ00510]"
* HANDHELDS:
[US] Sony PlayStation Portable (sept.13, 2011) "Cyberbots: Fullmetal Madness [PSOne Classics] [Model NPJJ00510]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Xevious Update submitted by XtC
Xevious (c) 1983 Atari, Incorporated.
Export version by Atari for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco version entry.
- TRIVIA -
Even though the title screen says 1982, Xevious was released in February 1983 in North America by Atari, under license from Namco.
5,295 units were produced by Atari. The intro price was $2,095, lowered to $995 in September 1983.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
The background theme from this game was used for certain segments of the video game-based TV game show "Starcade".
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Namco version entry.
* CONSOLES:
[US] Atari 2600 "Xevious [Model CX-2695]" : Unreleased prototype
[US] Atari 5200 "Xevious [Model CX-5246]" : Unreleased prototype
[US] Atari 7800 (1987) "Xevious [Model CX7810]"
[US] Nintendo NES (sept.1988) "Xevious - The Avenger [Model NES-XV-USA]"
[US] Sony PlayStation (sept.30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]"
[US] Sony PlayStation (june.30, 1997) "Xevious 3D/G+ [Model SLUS-00461]"
[US] Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[US] Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[US] Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[US] Microsoft XBOX 360 [XBLA] (may.23, 2007)
[US] Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
[US] Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[US] Sony PlayStation 3 [PSN] (jul.16, 2009) "Namco Museum Essentials [Model NPUB-30086]"
[US] Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[US] Nintendo DS (sept.18, 2007) "Namco Museum DS [Model NTR-YNME-USA]"
[US] Nintendo 3DS [3DSWare] (jul.21, 2011) "3D Classics - Xevious [Model CTR-SABE-USA]" : Re-mastered version, featuring 3D effects
* COMPUTERS:
[US] Commodore C64 (1986)
[US] PC [MS Windows, CD-ROM] (jul.31, 1998) "Microsoft Revenge of Arcade"
[US] PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
* OTHERS:
[US] Arcade (1995) "Namco Classics Collection Vol.1"
[US] Ms. Pac-Man TV Game (2004) : by Jakks Pacific
[US] Ms. Pac-Man TV Game Wireless Version (2005) : by Jakks Pacific
[US] Mobile Phones (mar.9, 2005)
[US] Retro Arcade featuring Pac-Man (2008) : by Jakks Pacific
[US] Arcade (2010) "Pac-Man's Arcade Party"
[US] Apple iPhone/iPod (jan.26, 2012) "Namco Arcade [Model 465606050]"
[US] Pac-Man Connect and Play (2012) : by Bandai
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Vampire - The Night Warriors [Green Board] Update submitted by XtC
Vampire - The Night Warriors (c) 1994 Capcom Co, Limited.
Vampire - The Night Warriors is a one-on-one beat-em-up in which a powerful alien demon called 'Pyron' has invaded Earth to add to his collection of the planets that he has already devoured. Enter the world's most fearsome monsters who, ironically, are Mankind's last line of defense.
The game features ten playable characters (Demitri Maximoff, Jon Talbain, Victor von Gerdenheim, Lord Raptor, Morrigan Aensland, Anakaris, Felicia, Oboro Bishamon, Rikuo and Sasquatch) with two non-playable boss characters - Huitzil and Pyron - as the final opponents of the single-player game.
Night Warriors uses the gameplay system Capcom developed for their "Street Fighter II" series, but with several new gameplay additions, such as Air Blocking, Crouch Walking and Chain Combos.
The game featured a 'Special' meter similar to the 'Super Combo' gauge from "Super Street Fighter II Turbo", in which players could fill the gauge to perform either a unique combo-type move or a powered-up version of one of their specials (called "EX", and a concept which would appear in later Night Warriors games as well as "Street Fighter III").
Unlike the 'Super Combo' gauge', the Special in Night Warriors gradually depletes unless players performs their super move. This prevents players from preserving their super moves for later use.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] LP (Jab), [2] MP (Short), [3] HP (Firece)
=> [4] LK (Strong), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
Vampire - The Night Warriors was released in June 1994 in Japan. It was known as the 5th CPS-II game.
The game is known outside Japan as "Darkstalkers - The Night Warriors". Here are some known export releases:
"Darkstalkers - The Night Warriors [Blue Board]"
"Darkstalkers - The Night Warriors [Grey Board]"
"Darkstalkers - The Night Warriors [Orange Board]"
Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on September 7, 1994.
- UPDATES -
Green Board revisions :
REVISION 1
* Build date: 940630
REVISION 2
* Build date: 940705
- TIPS AND TRICKS -
* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons.
* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start.
* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune.
- SERIES -
1. Vampire - The Night Warriors [Green Board] (1994, Arcade)
2. Vampire Hunter - Darkstalkers' Revenge [Green Board] (1995, Arcade)
3. Vampire Savior - The Lord of Vampire [Green Board] (1997, Arcade)
4. Vampire Savior 2 - The Lord of Vampire [Green Board] (1997, Arcade)
5. Vampire Hunter 2 - Darkstalkers' Revenge [Green Board] (1997, Arcade)
6. Darkstalkers 3 - Vampire Savior (1999, PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, PSP)
- STAFF -
Planners : Junichi Ohno, Gyo, Jun Koike
Programmers : Atsushi Ohuchi, Akiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba
Object Designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, Takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon
Scroll Designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru
Sound Designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31)
Music Composers : Takayuki Iwai (Anarchy Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)
* Voice Actors :
Demitri : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru
- PORTS -
Here is a list of ports released in Japan only.
* CONSOLES:
[JP] Sony PlayStation (mar.22, 1996) "Vampire - The Night Warriors [Model SLPS-00036]"
[JP] Sony PS2 (may.19, 2005) "Vampire - Darkstalkers Collection [Model SLPM-65998]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Teenage Mutant Hero Turtles [Model GX963] Update submitted by XtC
Teenage Mutant Hero Turtles (c) 1989 Konami.
The British incarnation of "Teenage Mutant NINJA Turtles" (see Trivia section below for more info regarding the name change). Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Teenage Mutant Ninja Turtles - Super Kame Ninja [Model GX963]".
- TECHNICAL -
Game ID : GX963
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Teenage Mutant Hero Turtles was released in October 1989 in the UK.
The UK title for this game (as well as both the comics and cartoon series), "Teenage Mutant Hero Turtles", replaced the original 'ninja' of the title with the less threatening 'Hero'. This is because the Conservative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of this fine country to use violence against each other.
- SERIES -
1. Teenage Mutant Hero Turtles [Model GX963] (1989)
2. Teenage Mutant Hero Turtles - Turtles in Time [Model GX063] (1991)
- PORTS -
* CONSOLES:
[EU] Nintendo NES (nov.14, 1991) "Teenage Mutant Hero Turtles II: The Arcade Game"
Nintendo Game Cube [EU] (may.13, 2005) "Teenage Mutant Ninja Turtles II - Battle Nexus [Model DOL-GNIP-EUR]" : as a bonus game
Microsoft XBOX 360 [XBLA] [EU] (mar.14, 2007)
* COMPUTERS:
[EU] Amstrad CPC (1991) "Teenage Mutant Hero Turtles: The Coin-Op!"
PC [MS-DOS] [EU] (1991) "Teenage Mutant Ninja Turtles - The Arcade Game"
[EU] Commodore Amiga (1991) "Teenage Mutant Hero Turtles: The Coin-Op!"
[EU] Commodore C64 (1991)
[EU] Sinclair ZX Spectrum (1991) "Teenage Mutant Hero Turtles: The Coin-Op!"
- SOURCES -
Game's ROM.
Accepted [+] [X] Tank Battalion Update submitted by XtC
Tank Battalion (c) 1980 Namco, Limited.
Tank Battalion is a multi-directional shooter arcade video game.
The player, controlling a tank, must destroy 20 enemy tanks in each level, which enter the playfield from the top of the screen. The enemy tanks attempt to destroy the player's base (represented on the map as an eagle), as well as the player's tank. A level is completed when the player destroys all 20 enemy tanks, but the game ends if the player's base is destroyed (independent on the number of lives) or the player loses all his lives.
- TECHNICAL -
Game ID : TB
Main CPU : MOS Technology M6502 (@ 1 Mhz)
Sound Chips : Discrete circuitry
Screen Orientation : Vertical
Video Resolution : 224 x 256 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 512
Players : up to 2 (alternate)
Control : 4-Way Joystick
Buttons : 1 (Fire)
- TRIVIA -
Tank Battalion was released in October 1980.
Tank Battalion was licensed for manufacture in the United States by Game Plan, Inc.
High score is anonymous.
A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.
- SERIES -
1. Tank Battalion (1980, AC)
2. Battle City [Model NAM-NBC-4500] (1985, FC)
3. Tank Force (1991, AC)
- PORTS -
* CONSOLES:
[US] Emerson Arcadia 2001 (1982) "Tanks A Lot [Model 1007]"
* COMPUTERS:
[JP] MSX (1984)
[JP] Sharp X68000 (1989) : by Pineapple
[JP] Sharp X68000 : by L. Sound
[JP] Sord-M5
[JP] PC [MS Windows, CD-ROM] (nov.28, 1997) "Namco History Vol.2"
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Super Pac-Man [Model 316] Update submitted by XtC
Super Pac-Man (c) 1982 Bally Midway Mfg. Co.
Export release by Bally/Midway for North America. Game developed in Japan by Namco. For more information about the game itself, please see the original Namco entry.
- TECHNICAL -
Game No. 316
Upright model
- TRIVIA -
Super Pac-Man was released by Bally/Midway, under license by Namco, in December 1982 in the USA.
- PORTS -
NOTE: Only ports released in North America [US] are listed here. For ports released in other regions, please see the Namco entry.
* CONSOLES:
Atari 5200 : Unreleased prototype
Sony PlayStation (sept.30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]"
Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
Sony PlayStation 3 [PSN] (feb.25, 2014) "Pac-Man Museum [Model NPUB-31383]"
Microsoft XBOX 360 [XBLA] (feb.26, 2014) "Pac-Man Museum"
* HANDHELDS:
Nintendo Game Boy Color (1999) "Ms. Pac-Man - Special Color Edition [Model DMG-AQCE-USA]" : as a bonus game
* COMPUTERS:
Commodore C64 (1988)
PC [MS-DOS, 5.25"] (1988)
Steam (feb.25, 2014) "Pac-Man Museum [Model 236470]"
* OTHERS:
Super Pac-Man TV game (2006) by Jakks Pacific
Mobile Phones (may.17, 2006)
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Windows Mobile (mar.29, 2010)
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash [Upright model]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Street Fighter II - The World Warrior [B-Board 90629B] Update submitted by XtC
Street Fighter II - The World Warrior (c) 1991 Capcom.
Street Fighter II - The World Warrior is the legendary fighting game that defined the fighting game genre. One or two players can choose from eight selectable World Warriors and must defeat the other seven, before finally taking on four non-selectable 'boss' characters.
Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several fantastical 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being difficult to execute due to the complexity of the joystick and buttons combinations required, allows the fighter to inflict huge amounts of damage on their opponent.
Street Fighter II is a fighting game in the truest sense of the word, with deceptively deep and strategic gameplay ensuring that experienced players would destroy simple 'button mashers' with relative ease.
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board # 90629B
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
Street Fighter II was released in February 1991 in the Japanese arcades. It was known as the 14th video game made for the CP System.
Known re-releases:
"Street Fighter II - The World Warrior [B-Board 90629B-2]"
"Street Fighter II - The World Warrior [B-Board 90629B-3]"
SFII was the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SFII is influenced - to a greater or lesser degree - by the Capcom legend.
During the development of SFII (and before the release of Final Fight), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island.
* With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname.
* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke.
* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a 'dash') and many operators from that era will probably relate to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo" (known as "Super Street Fighter II X - Grand Master Challenge" in Japan), the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition".
The Ken music theme was certainly inspired by Cheap Trick's song; Mighty Wings (1986).
* Each stage has background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background :
1) Ryu stage : The stage has red-orange sky and a yellow moon.
2) E. Honda stage : The walls are dark blue; the floor is royal blue. The big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple.
3) Blanka stage : The snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition".
4) Guile stage : The sky is daylight. There is teal tinted canopy on the jet. The symbol on the ground is blue. The missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers".
5) Ken stage : The boat is red; the 2 guys on top are wearing brown clothes and purple clothes. On the bottom are the bald man in grey shirt, a man in white bowler and white coat, a woman in pink dress, and a guy in the cyan shirt and brown pants. The guy in the trenchcoat and hat is blue.
6) Chun Li stage : The 2 customers wear blue, the meat store's roof is light blue and its sign is red, the meats hanging on the ceiling are pink, the man holding the chicken wears green, the "Shanghai Friend Corridor" is light blue with red letters, the water sign is green, and the ground is a bright beige.
7) Zangief stage : The floor is silver, and the area to the left is red. The 'Attention' flyers are tan with brown letters.
8) Dhalsim stage : The stage has red curtains, a teal stone floor, and a red carpet.
9) Balrog ([JP] M. Bison) stage : The stage floor is blue. The guy throwing confetti at win/lose wears orange, the car to the left is navy blue, and the car to the right is black.
10) Vega ([JP] Balrog) stage : The stage and floor are orange, and the Flamenco dancers are dressed in yellow.
11) Sagat stage : The Buddhist statue is silver, and the grass is a lighter shade of green than in later versions of the game.
12) M. Bison ([JP] Vega) stage : the sky is daylight. The palace roof is pale red, and the bell is olive-green with red trim.
* Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior. (Vega is known as 'Balrog' in Japan. The name Balrog has its roots in Nordic mythology, while Vega is a Hispanic name.)
The E in E. Honda's name stands for his first name, Edmund; the M in M. Bison's name stands for 'Major'.
* About Chun Li : Chun Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters.
* About M. Bison ('Vega' in Japan) : His design shares more than one detail with Kato, a character of the anime 'Doomed Megalopolis'. Like Kato, M. Bison is tall and thin, wears a red military uniform, keep wind his body with a black mantle when he's not fighting and possesses some obscure evil powers: even the star impressed on his hat (until Super Street Fighter II) is similar to the design of Kato.
The cabinet and the main characters Ryu, Ken, Zangief Chun Li, Cammy, Blanka and M. Bison, make an appearance on the 2012 animation movie 'Wreck-It Ralph' from Walt Disney Animation Studios.
- UPDATES -
Here is the list of all versions :
910129
* WORLD release.
910206
* US release.
910214
* WORLD, US and JAPAN releases.
910228
* WORLD and US releases.
910306
* US and JAPAN releases.
910318
* WORLD and US releases.
910411
* US and JAPAN releases.
910522
* WORLD, US and JAPAN releases.
911101
* US release.
911210
* JAPAN release.
920312
* JAPAN release.
ADDITIONAL NOTES :
US versions have the "Winners Don't Use Drugs" screen.
In the Japanese versions :
* Balrog is named 'M. Bison' (in this case, the M stands for 'Mike', see Trivia section above for further details).
* Vega is named 'Balrog'.
* M. Bison is named 'Vega'.
* Guile's deceased friend Charlie is named 'Nash'.
* Guile's wife Jane is named 'Julia'.
* Guile's daughter Amy is named 'Chris', however there is no mention of her name anywhere in Guile's Japanese ending.
None of the endings are translated 100% accurately from Japanese to English, but most are pretty close :
* Blanka's ending : In the non-Japanese versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby.
In the Japanese versions there is no explanation of how, when, or where mother and son were separated.
Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost.
* Chun Li's ending : Chun Li refers to M. Bison's organization as 'Bison's drug'. This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game.
In the Japanese versions, she calls it 'the organization of evil'; there is no mention of drugs.
* Dhalsim's ending : In the Japanese versions, Dhalsim says that the photograph is of him a long time ago.
In the non-Japanese versions, he says it is him 'in his past life'.
Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken.
* Guile's ending : In the non-Japanese versions, Guile asks M. Bison if he remembers : him (Guile), him and Charlie and Cambodia. Bison says he remembers and that Guile was not the runt he was then.
None of this is said in the Japanese versions.
In the non-Japanese versions, after his wife Jane stops Guile from killing Bison, she says that killing him won't bring Charlie back, only make Guile a murderer, just like Bison.
In the Japanese versions, 'Julia' only says that killing 'Vega' won't bring 'Nash' back. She does not say that it would make Guile a murderer.
- TIPS AND TRICKS -
* Characters stats : If you enter the classic Konami code UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, MP, LP on the Player-2 side during the demo fight in attract mode, it makes a bunch of zeros appear.
First line contains 0001 0002 0003 0004
Second line contains 0005 0006 0007 0008 0009 0010 0011 0012
0001 = No idea, probably some sort of 'experience points' for 1P side.
0002 = The no. of coins put in in the left-hand slot.
0003 = Same as 0001, but for 2nd player.
0004 = Same as 0002, but for right-hand slot.
0005 = No. of times Ryu has been used.
0006 = No. of times Honda has been used.
0007 = No. of times Blanka has been used
0008 = No. of times Guile has been used.
0009 = No. of times Ken has been used.
0010 = No. of times Chun Li has been used.
0011 = No. of times Zangief has been used.
0012 = No. of times Dhalsim has been used.
* Special Ending : Finish the game on 1 credit to see an additional credit sequence.
* To get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu.
* Guile Freeze Himself (aka 'Pose' and 'Statue') : Get close enough to your opponent to do an upside down kick. Charge back on the joystick. After charging back, press roundhouse to execute the upside down kick, while continuing to charge back. As soon as Guile kicks and starts to flip around to land on the ground, throw a Sonic Boom with fierce (this is why we have been charging back). Guile will freeze standing up on one leg (which is one of the frames of Guile's landing after the upside down kick).
Un-freeze : You can 'un-freeze' at any time, even after the round ends (that makes it a good pause). To do so, execute a Flash Kick (charge down for 2 seconds then press up and any kick).
* Guile's Handcuffs (aka 'Freeze the Enemy') : Though its not required, its easiest to do this move when the enemy is dizzy. Charge down for 2 seconds. Then press UP (as if you were doing a Flash Kick) and hit the Strong and Forward buttons, while trying to hit strong a split second before hitting forward. Basically what you are doing is throwing your opponent with strong, and while in middle of the throw, you do a Flash Kick. When this move is done, you see all of the frames of Guile's Strong throw, however instead of flying across the screen at the end of the throw, the enemy sticks to you.
Un-handcuff : The 'un-handcuff' is the difficult part because it requires doing Guile's Shadow Throw. Charge back for 3 seconds then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing Sonic Booms and seeing how far forward you can walk and still throw the sonic boom.
* Guile Invisible Throw (aka 'Shadow Throw', 'Magic Throw', 'Phantom Throw') : Charge back then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom.
* Guile Reset the Machine (aka 'Blackout') : Do a throw with Strong. Then do a Flash Kick before the opponent hits the ground. You can also try doing this by doing a Flash Kick with Fierce and Roundhouse.
* Dhalsim Invisible glitch : Throw a Yoga Fire (down, down-forward, forward) with both the Fierce and Forward buttons. This only works on versions 3 and 4 of the SFII boards.
* Blanka Double Roll Bite (Blanka rolls slow, then fast then bites without landing) : Do a slow roll (with Jab). While rolling, charge for a second roll. Roll with Fierce before Blanka lands. While in the second roll, push the joystick forward and hit Fierce to bite.
* Ken or Ryu Get Stuck on the car and bounce : Start the car bonus round. Break the left (or right) side of the car until it blocks. Face away from the car. Do a jump toward the car. Kick right after you jump but not at the same time as you jump. If you are lucky, you will be facing backwards. This is a tough one, so have patience.
* Ken or Ryu Endless Hurricane Kick : Do a normal Hurricane kick then tap Roundhouse extremely fast (fast enough to do Honda's Hundred Hand Slap, Chun Li's Lightning Leg, or Blanka's Electricity) while Ken or Ryu is in the air.
* Zangief Turbo Short : This is another glitch that is fun only to do once. If you hit your opponent with low Short, do another low Short, then hit Jab as fast as possible. If a 3rd low Short would have hit the opponent a Short will come out even though you are hitting Jab. If the short would have missed, Jab usually comes out even though short will from time to time.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)
17. Street Fighter V (2016)
18. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Planners: Akira Nishitani (Nin), Akira Yasuda (Akiman)
Character designers: S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ball Boy (Ballboy), Kurisan, Q (Q Kyoku), Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, M. Okazaki
Programmers: Shin, Marina, Macchan, Ecchro!!
Sound: Yoko Shimomura (Shimo-P), Isao Abe (Oyaji-Oyaji)
Special Thanks: CBX, Noritaka Funamizu (Poo), Kiyomi Kaneko (Kanekon), Shono
- PORTS -
* CONSOLES:
Nintendo Super Famicom/SNES
[JP] "Street Fighter II - The World Warrior [Model SHVC-S2]" (june.10, 1992)
[US] "Street Fighter II - The World Warrior [Model SNS-S2-USA]" (jul.1992)
[EU] "Street Fighter II - The World Warrior [Model SNSP-S2-NOE]" (Dec.17, 1992)
Sony PlayStation
[EU] "Street Fighter Collection 2 [Model SLES-01721]" (1998)
[US] "Street Fighter Collection 2 [Model SLUS-00746]" (Oct.31, 1998)
[JP] "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model SLPS-01725]" (Dec.3, 1998)
Sega Saturn
[JP] "Capcom Generation Dai 5 Shou Kakkutouka Tachi [Model T-1236G]" (Dec.3, 1998)
Microsoft XBOX
[US] "Capcom Classics Collection" (Sep.27, 2005)
[EU] "Capcom Classics Collection" (Nov.18, 2005)
Sony PlayStation 2
[US] "Capcom Classics Collection [Model SLUS-21316]" (Sep.27, 2005)
[EU] "Capcom Classics Collection [Model SLES-53661]" (Nov.18, 2005)
[JP] "Capcom Classics Collection [Model SLPM-66317]" (Mar.2, 2006)
* HANDHELDS:
Nintendo Game Boy
[EU] "Street Fighter II [Model DMG-ASFP-NOE]" (1995)
[JP] "Street Fighter II [Model DMG-ASFJ-JPN]" (Aug.11, 1995)
[US] "Street Fighter II [Model DMG-ASFE-USA]" (Sep.1995)
Sony PSP
[JP] "Capcom Classics Collection [Model ULJM-05104]" (Sep.7, 2006)
[US] "Capcom Classics Collection Reloaded [Model ULUS-10134]" (Oct.24, 2006)
[EU] "Capcom Classics Collection Reloaded [Model ULES-00377]" (Nov.10, 2006)
[AU] "Capcom Classics Collection Reloaded" (Nov.16, 2006)
* COMPUTERS:
[EU] Atari ST (1992)
[EU] Commodore Amiga (1992)
[EU] Commodore C64 (1992)
[US] [EU] PC [MS-DOS, 3.5"] (1992)
[EU] Sinclair ZX Spectrum (1992)
[JP] Sharp X68000 (1993)
* OTHERS:
[JP] Mobile Phones (Dec.2004)
[US] Apple iPhone/iPod (Nov.4, 2010) "Capcom Arcade [Model 397347348]"
[US] Apple iPhone/iPod (Sep.15, 2011) "Street Fighter II Collection [Model 459660048]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Root Beer Tapper [Model 0A45] Update submitted by XtC
Root Beer Tapper (c) 1984 Bally Midway Mfg. Co.
Special release. For more information on the game itself, please see the original entry, "Tapper [Model 0A11]".
This version is almost identical to the original version, except the player is a soda jerk serving non-alcoholic root beer.
- TECHNICAL -
Game No. 0A45
- TRIVIA -
Root Beer Tapper was released in January 1984 in the USA.
- PORTS -
* CONSOLES:
[US] Sony PlayStation (nov.30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]"
[EU] Sony PlayStation (mar.1998) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLES-00739]"
Nintendo 64 [US] (nov.14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
Microsoft XBOX 360 [XBLA] [US] [EU] (feb.7, 2007) : Retired in 2010
Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (1997) "Arcade's Greatest Hits - The Midway 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:
Palm OS [US] (aug.2001) "Midway Arcade Classic"
Apple iPhone/iPod [US] (feb.23, 2012) "Midway Arcade [Model 476467441]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Pocket Fighter [Green Board] Update submitted by XtC
Pocket Fighter (c) 1997 Capcom.
A superb, abstract and humorous fighting game featuring miniaturized renditions from several Capcom fighting games; including the legendary "Street Fighter" series, as well as "Darkstalkers" and the little-known "Red Earth".
During a bout, players will be able to release coloured gems from successful attacks against their opponent, as well as from wooden chests that regularly appear. Collecting these gems will 'power-up' the player's character, giving them more powerful attacks. There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar; the first indicates the player's health and the second their ability to throw super combos. The Super Bar itself can be filled up to nine levels, allowing players to execute more super combos. Each super combo has a level assigned to it, and it uses Super Bars depending on it.
The 3 sub-bars show the level of 3 of each player's special moves. Each character has at least three special moves, as shown in the sub-bars, and each of these corresponds to a color. Some characters have one or two additional Special Moves that aren't affected by sub-bars. Each time a player shoots their opponent, gems pop out of him or her, and the attacker can take them to power up their own special moves according to the colors.
There are 4 buttons : PUNCH, KICK, SPECIAL, and TAUNT. The Special button is a chargeable move that cannot be blocked and upon impact drops gems in the opponent's possession. More gems will be dropped depending on how much the player charges the attack. Holding Down, Forward or no direction at all when using the Special button will cause a specific gem color to drop from the enemy. Holding Back along with the Special button allows for a defense that is specific against the unblockable Special attacks. Other kinds of attacks do no damage when blocked, and unlike most 2-D fighting games, this includes special and super moves.
Pocket Fighter also features Flash Combos in which a player can execute a combo by pressing the KICK or PUNCH button after they have hit their opponent using the PUNCH button for a total of 4 hits. Flash Combos will usually cause a player's fighter (except Ryu) to change into various costumes during the sequence, and perform a powerful attack in the end. This final hit is usually the hardest in the sequence to connect with. These costumes range from uniforms (such as traffic cops or schoolgirls), to swimsuits, and even cameos of other Capcom characters. For example, Chun-Li may turn into Jill Valentine from the Resident Evil series, while Felicia may turn into Mega Man or other Darkstalkers characters not playable in the game.
The commands are also very easy compared to the Street Fighter series, thanks to SPECIAL button. By doing a motion (for example : qcf or hcf) and pressing the Special Button the fighter will launch his or her super combo.
In addition to the usual punches, kicks and fireballs, each character has a couple of very abstract yet powerful 'special' attacks; which can range from the player producing a huge mallet (Ken), to standing on a podium and motioning a bicycle race through the opposing fighter (Chun Li).
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 3 per player.
- TRIVIA -
Pocket Fighter was released in September 1997 in the Japanese arcades. It was known as the 25th video game released for the CPS-II hardware.
It was known outside Japan as Super Gem Fighter. Here is a list of known Export releases:
"Super Gem Fighter - Mini Mix [Blue Board]"
"Super Gem Fighter - Mini Mix [Grey Board]"
"Super Gem Fighter - Mini Mix [Orange Board]"
Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds).
When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones :
Felicia : Can disguise herself as Megaman ("Mega Man - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Darkstalkers - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Ibuki : Among her costumes are Rolento (Street Fighter Zero) and Chaka ("Jojo's Bizarre Adventure").
Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode : I Final Crusade") & Jill Valentine ("Resident Evil").
Gouki : He disguises himself as Leo ("Warzard").
Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Zero").
Lord Raptor's graveyard makes a cameo in Gouki's ending!
Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure").
Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure").
Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :(
Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire").
Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard".
Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!).
The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :)
Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are :
Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento (Street Fighter games).
Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games).
Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! (Resident Evil games).
Helena ("Street Fighter III - New Generation").
Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire").
Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games).
Jun May Williams & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Don Tacos ("Pang! 3").
Pao & Leo ("Warzard").
Son Gokuu ("Son Son").
All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'.
The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss.
- TIPS AND TRICKS -
* Play as Gouki : at the character select screen, highlight Ryu and press Left.
* Play as Dan : at the character select screen, highlight Ken and press Right.
* Alternate ending : after beating the game, hold the 'Special' button before the credits appear to listen an alternate ending tune (Note : This trick works only in the Japanese version).
- STAFF -
Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko
Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno
Character Designers : Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin
Music composers & Arrangement : Isao Abe, Yuki Iwai, Setsuo Yamamoto
Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno
Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Shinchan (as 'Hyper Shinchan'), Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret
Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake
Producer : Takashi Sado
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto
Voice Actors :
Ibuki : Amano Yuri
Felicia : Araki Kae
Tessa : Ishii Naoko
Ken Masters : Tetsuya Iwanaga
Sakura Kasugano : Sasamoto Yuko
Morrigan : Jinguji Yayoi
Zangief : Takagi Wataru
Akuma : Tomomichi Nishimura
Hsien-Ko : Neya Michiko
Ryu : Hoshi Souichiro
Dan Hibiki : Hosoi Osamu
Chun-Li : Miyamura Yuko
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (june.11, 1998) [Model SLPS-01360]
[JP] Sony PlayStation (feb.24, 2000) "Pocket Fighter [PlayStation the Best] [Model SLPS-91191]"
[JP] Sega Saturn (jul.9, 1998) [Model T-1230G]
[JP] Bandai WonderSwan (apr.6, 2000) [Model SWJ-BAN00A]
[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero Fighter's Generation [Model SLPM-66409]"
[JP] Sony PS2 (nov.15, 2007) "Street Fighter Zero Fighter's Generation [Best Price] [Model SLPM-66854]"
Sony PlayStation 3 [PSOne Classics] [JP] (apr.13, 2011)
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/arcade/pocket/pocket.html
Accepted [+] [X] Paperboy Update submitted by XtC
Paperboy (c) 1985 Atari Games.
Paperboy is a one or two-player game in which the objective is to deliver Newspapers to the Paperboy's customers from Monday through to Sunday.
Each game begins with ten customers and ten non-customers. Paperboy's customers live in the brightly coloured houses, while non-customers live in dark coloured houses. To deliver to a customer, the player must throw a paper either into the customer's mailbox, or onto their front porch. Failure to deliver a paper to a customer results in the loss of that customer for the next day. Any damage done to a customer's property also results in the loss of that customer. Losing all ten of Paperboy's customers will get him fired and the game is over. However, on any day in which all customers have their papers successfully delivered, one of the non-customers will re-subscribe.
Non-customers' houses and yards are loaded with targets at which to throw your extra papers (windows, lamps, statues, etc.). Hitting these targets earns points for the "Breakage Bonus", which is displayed at the top center of the screen. The total Breakage Bonus is awarded to the player at the end of each day (or at the end of the game-whichever comes first).
If Paperboy loses a customer, that customer's house will be dark coloured the next day. As a non-subscriber, this house now presents more targets at which to throw newspapers for building up the Breakage Bonus. At the start of each day, a map of Paperboy's route is displayed to indicate subscriber and non-subscriber houses. This helps to remind players of what customers they may have lost on the previous day and the location of remaining customers.
Paperboy can carry a maximum of ten papers at a time, but can restock his supply by riding over paper bundles placed here and there on his route. A paper supply indicator is displayed underneath the player's score.
While making his deliveries, Paperboy must avoid collisions with all stationary objects and other characters moving about the neighborhood. To avoid collisions, Paperboy can ride his bike anywhere - on the sidewalk, in the street, or into front yards. A collision with anything results in the loss of a life.
In addition to the obstacles, non-subscribers are hostile towards Paperboy and will attack him and try to knock him down. If Paperboy damages a subscriber's property, that character may also attack. So the more customers that are lost, the more hostile the neighborhood becomes toward Paperboy.
At the end of each delivery day, players have a chance to sharpen their skills by guiding Paperboy through the Paperboy Training Grounds. This obstacle course is filled with various targets at which to throw newspaper, as well as ramp jumps to be negotiated. This is a bonus round and no lives are lost for failing to reach the finish line.
- TECHNICAL -
Game ID : 136034
Runs on the "Atari System 2" hardware.
Players: 2
Control: Bicycle handlebars
Buttons: 2 (one on each side of the handlebars, for throwing papers)
- TRIVIA -
Even if the title screen says 1984, Paperboy was released in April 1985.
3,442 units were produced. The selling price was $2,495.
On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad filed a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983.
After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as '110000000'.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY.
Phil Britt holds the official record for this game ('Grand Slam' score of all three streets combined) with 1,136,435 points.
The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- TIPS AND TRICKS -
1) Be careful not to move too slowly - swarms of bees or nasty whirlwinds may come to push you along.
2) Develop skill in maneuvering in and out of tight situations using the handlebar control.
3) Build up your Breakage Bonus by riding over flowers in non-subscribers' yards.
4) Some players prefer to lose many of their customers so they can do more 'trashing'. Others like to try for Perfect Deliveries. See which strategy scores highest for you.
5) Try hitting characters with papers - you might be pleased with the results!
6) Dirt piles in the streets can be used for making jumps, which will also score points
- SERIES -
1. Paperboy (1984)
2. Paperboy II (1992, Sega Genesis)
3. Paperboy (1999, Nintendo 64)
- STAFF -
Programmer : John Salwitz
Artist : Dave Ralston
Hardware Designer : Doug Snyder
Project Coordinator : Russell Dawe (Rusty Dawe)
Technician : Linda Sinkovic
Sound Designers : Hal Canon, Earl Vickers
Mechanical Engineer : Milt Loper
Animator : Will Noble
- PORTS -
* CONSOLES:
[US] Atari 7800 : Unreleased prototype
[US] Nintendo NES (dec.1988) "Paperboy [Model NES-PY]"
[EU] Sega Master System (1990) "Paperboy [Model 5008]"
[US] Sega Master System (1990) "Paperboy [Model 5121]"
[EU] Nintendo NES (oct.26, 1990)
[US] Sega Genesis (1991)
[EU] Sega Mega Drive (1991)
[JP] Nintendo Famicom (jan.30, 1991) "Paperboy [Model ALT-7B]"
[JP] Sega Mega Drive (june.26, 1992) "Paperboy [Model T-48043]"
[BR] Sega Master System (1992) : by Tec Toy
[US] Sony PlayStation "Paperboy [Model SLUS-00848]" : Unreleased
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Nintendo 64 (oct.31, 1999) "Paperboy [Model NUS-NYPE-USA]"
[EU] Nintendo 64 (mar.2000) "Paperboy [Model NUS-NYPP-EUR]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (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]"
[US] [EU] [JP] Microsoft XBOX 360 [XBLA] (feb.14, 2007) : Retired in 2010
* HANDHELDS:
[US] Atari Lynx (1990) "Paperboy [Model PA2041]"
[EU] Nintendo Game Boy (1990) "Paperboy [Model DMG-MP-EUR]"
[UK] Nintendo Game Boy (1990) "Paperboy [Model DMG-MP-UKV]"
[US] Nintendo Game Boy (jul.1990) "Paperboy [Model DMG-MP-USA]"
[US] [EU] Sega Game Gear (1992)
[EU] Nintendo Game Boy Color (1999) "Paperboy [Model CGB-AYPP-EUR]"
[US] Nintendo Game Boy Color (1999) "Paperboy [Model CGB-AYPE-USA]"
[US] Nintendo GBA (aug.21, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BE-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BP]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
[EU] BBC Micro (1984)
[US] Tandy Color Computer (1985) "Paper Route"
[US]Commodore 16 (1986)
[EU] Sinclair ZX Spectrum (1986)
[US] [EU] Commodore C64 (1986)
[EU] Amstrad CPC (1986) : by Elite Systems
[US] PC [MS-DOS, 5.25"] (1988)
Apple IIGS (1988)
[US] Atari ST (1988)
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[EU] Commodore Amiga (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:
[US] Tiger Handheld LCD Game (1988)
[US] Mobile Phones (june.11, 2006)
[US] BlackBerry (nov.30, 2009) "Paperboy [Model 4704]"
[US] Apple iPhone/iPod (dec.18, 2009) "Paperboy [Model 339779244]"
[US] Apple iPhone/iPod (jan.27, 2010) "Paperboy ES [Model 351632756]"
[US] Apple iPhone/iPod (feb.3, 2010) "Paperboy Classic [Model 345105800]"
[US] Apple iPhone/iPod (nov.4, 2010) "Paperboy: Special Delivery [Model 388964792]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Bonanza Bros. [Model 49] Update submitted by XtC
Bonanza Bros. (c) 1991 Sega.
Taking the roll of one of the 2 brothers, Robo and Mobo (or both, in 2-player mode), players must make their way through a variety of scrolling platform levels and steal any loot they find, before making their way to the roof and escape in a waiting airship.
- TECHNICAL -
Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-49
- TRIVIA -
Released in May 1991.
- PORTS -
* CONSOLES:
Nintendo Wii [Virtual Console] (2006)
[US] Sony PlayStation 2 (nov.7, 2006) "Sega Genesis Collection"
[EU] Sony PlayStation 2 (feb.2, 2007) "Sega Mega Drive Collection"
[AU] Sony PlayStation 2 (feb.8, 2007) "Sega Mega Drive Collection"
* HANDHELDS:
[US] Sony PlayStation Portable (nov.16, 2006) "Sega Genesis Collection"
[EU] Sony PlayStation Portable (feb.2, 2007) "Sega Mega Drive Collection"
[AU] Sony PlayStation Portable (feb.8, 2007) "Sega Mega Drive Collection"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Magic Sword - Heroic Fantasy [B-Board 89624B-3] Update submitted by XtC
Magic Sword - Heroic Fantasy (c) 1990 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, see the original Japanese release entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]".
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board ID: 89624B-3
- UPDATES -
Revision 1:
* Build date: 900623
Revision 2:
* Build date: 900725
* Magic attacks hexagram graphic replaced by a lightning bolt.
- PORTS -
Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Magic Sword - Heroic Fantasy [B-Board 89625B-1]".
* CONSOLES:
[US] Nintendo SNES (aug.1992) "Magic Sword [Model SNS-MD-USA]"
[EU] Nintendo SNES (mar.18, 1993) "Magic Sword [Model SNSP-MD-EUR]"
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] [KO] (apr.14, 2010) "Final Fight: Double Impact"
Sony PlayStation 3 [PSN] [US] [EU] (apr.15, 2010) "Final Fight: Double Impact"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
* OTHERS:
Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Ms. Pac-Man [Model 595] Update submitted by XtC
Ms. Pac-Man (c) 1982 Midway.
In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Power Pills' are also present and correct, with four appearing in each maze.
Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms. Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick.
Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes.
Ms Pac-Man features four different maze layouts, which alternate every two to four rounds :
The first maze is only encountered in Rounds 1 and 2, and has 220 dots and 4 Power Pills. There are two sets of tunnels in this maze equidistant from the center of the maze. You must clear this maze two times before moving on to the next maze.
The second maze is only encountered in Rounds 3, 4, and 5, and has 240 dots and 4 Power Pills. There are two sets of tunnels in this maze; one set in the lower half, and the other set at the very top. You must clear this maze three times before moving on to the next maze.
The third maze is first encountered in Round 6 and has 238 dots and 4 Power Pills. Unlike all other mazes, there is only one set of tunnels in this maze, slightly above the center of the board. You must clear this maze four times before moving on to the next maze.
The fourth and final unique maze is first encountered in Round 10 and has 234 dots and 4 Power Pills. There are two sets of tunnels in this maze, directly next to one another in the middle of the maze. The turns at the entrance to the tunnels change the usual immediate accessibility of the tunnels and should be taken in to account. You must clear this maze four times before moving on to the next maze.
After Round 13, the game alternates every four rounds between the third and fourth mazes.
Finally, the ghosts' movement patterns are also completely different from those of the original game.
As in the original game, intermission scenes will be played after certain rounds. Ms. Pac-Man's intermissions tell the story of how Pac-Man and Ms. Pac-Man met, fell in love, and had a baby. Ms. Pac-Man's intermissions are also preceded by a sign and a title. 3 intermissions are present :
1) Act I - They Meet : Pac-Man, the star of the original game, enters the screen being chased by Inky while Ms. Pac-Man enters from the other side being chased by Pinky. As the two of them are about to collide, they quickly move upwards, causing Inky and Pinky to collide. Pac-Man and Ms. Pac-Man face each other at the top of the screen, and a heart appears above them. This intermission is played after Round 2.
2) Act II - The Chase : Pac-Man and Ms. Pac-Man are seen giving each other a playful chase. One chases the other in one direction, and they take turns alternating who chases who and in what direction. After three turns, they chase each other twice more at a faster speed. This intermission is played after Round 5.
3) Act III - Junior : Pac-Man and Ms. Pac-Man anxiously await the arrival of a stork, who flies overhead with a bundle. As the stork is about to pass over them, he releases the bundle, which drops to the ground in front of Pac-Man and Ms. Pac-Man, and opens up to reveal a baby Pac. This intermission, which is played after Rounds 9, 13, and 17, would later serve as the introductory sequence to "Jr. Pac-Man".
No intermission is present between rounds after the 18th one.
- TECHNICAL -
[Upright model]
[No. 595]
The upright model came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10, 000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Players : 2
Control : 4-way joystick
- TRIVIA -
Ms. Pac-Man was released on January 13, 1982 in the USA, even if the copyright year is 1981.
Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original Pac-Man instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise.
The logo for General Computer Corporation is present among the graphics, probably a leftover from the game's days as Crazy Otto.
In its initial run, 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time.
The game added a few improvements over the original :
* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels.
* A variety of different mazes used through the game.
* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it.
* Brand new sound effects, including a new 'death' sound and opening theme.
It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple.
After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat.
Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998.
Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001.
Vancouver, Canada (Reuters) - Little 7-year old Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith DeRivera, who was onhand to congratulate the victor with a kiss on the cheek.
A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters', in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'.
Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man.
Michael Jackson used to own this game (Midway upright). It was sold at the official Michael Jackson Auction on April 24th, 2009.
- SCORING -
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1,600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1,000 points
Pear : 2,000 points
Banana : 5,000 points
- TIPS AND TRICKS -
* The most dangerous section of the first maze is the long path at the very top. It is safest to clear it when the ghosts are blue, or at least 3 of them occupy the bottom half of the maze.
* There are a couple of dangerous sections in the second maze. The pathways above and below the T section at the top of the maze can be particularly easy to get trapped in. It is easiest to clear these when all 4 ghosts are close on your tail, or after eating one of the top two power pellets. The two sections directly above the lower escape tunnels on either side should also be cleared with caution.
* The most dangerous section of the 3rd maze is the center of the bottom, directly below where you begin. It is advisable to clear it out as early as possible before the ghosts can organize and trap you. The top section of the maze presents the ghosts with many pathways to reach you, so use caution.
* The most dangerous sections of the 4th maze is the section that you begin in, and the section directly above the ghosts' den. The very top section of the maze should also be cleared with caution.
* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco).
* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color.
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- STAFF -
Co-Creator: Steve Golson
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Ms. Pac-Man [Model CX2675]"
[US] Atari 5200 (1983) "Ms. Pac-Man [Model CX5243]"
[US] Atari 7800 (1984) "Ms. Pac-Man [Model CX7807]"
[US] Atari XEGS (198?)
Nintendo NES
[US] (1990) by Tengen
[US] (nov.1993) "Ms. Pac-Man [Model NES-M9-USA]"
Sega Master System
[EU] (1991) "Ms. Pac-Man [Model 301030]"
[BR] (1991) by Tec Toy
Sega Mega Drive / Genesis
[US] (1991) by Tengen
[EU] (1992) by Time Warner Interactive
Nintendo SNES
[US] (sept.1996) "Ms. Pac-Man [Model SNS-AN8E-USA]"
[EU] (mar.27, 1997) "Ms. Pac-Man [Model SNSP-AN8P-EUR]"
Sony PlayStation
[JP] (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[US] (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]"
[EU] (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
Nintendo 64
[US] (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast
[US] (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PlayStation 2
[US] (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[JP] (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
Nintendo GameCube
[US] (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[EU] (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
Microsoft XBOX
[US] (oct.9, 2002) "Namco Museum"
[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[EU] (mar.24, 2006) "Namco Museum - 50th Anniversary"
Microsoft XBOX 360 [XBLA]
[US] [EU] [JP] (jan.10, 2007)
[US] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[KO] [EU] [AU] (feb.26, 2014) "Pac-Man Museum" as DLC.
[US] (feb.26, 2014) "Pac-Man Museum" as DLC.
[JP] (june.25, 2014) "Pac-Man Museum" as DLC.
Sony PlayStation 3 [PSN]
[US] (feb.25, 2014) "Pac-Man Museum [Model NPUB-31383]" as DLC.
[EU] [AU] (feb.26, 2014) "Pac-Man Museum [Model NPEB-01892]" as DLC.
[KO] (feb.26, 2014) "Pac-Man Museum" as DLC.
[JP] (june.25, 2014) "Pac-Man Museum" as DLC.
Microsoft XBOX One [XBOX Store]
[US] [EU] [AU] [JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man"
Sony PlayStation 4 [PSN]
[US] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03957]"
[EU] [AU] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03864]"
[JP] (apr.20, 2016) "Arcade Game Series - Ms. Pac-Man [Model CUSA-03671]"
* HANDHELDS:
[US] Atari Lynx (1990) "Ms. Pac-Man [Model PA2057]"
Nintendo Game Boy
[EU] (1993) "Ms. Pac-Man [Model DMG-N4]"
[US] (oct.1993) "Ms. Pac-Man [Model DMG-N4-USA]"
[US] Sega Game Gear (1995)
Nintendo Game Boy Color
[US] (1999) "Ms. Pac-Man - Special Color Edition [Model DMG-AQCE-USA]"
[EU] (1999) "Ms. Pac-Man - Special Colour Edition [Model DMG-AQCP-EUR]"
Nintendo Game Boy Advance
[US] (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
[JP] (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]"
[EU] (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]"
Sony PSP
[JP] (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[US] (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
* COMPUTERS:
[US] Atari 800 (1982) "Ms. Pac-Man [Model RX8043]"
[US] Apple II (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Ms. Pac-Man [Model RX8545]"
[US] PC [Booter] (1983)
[US] Commodore VIC-20 (1983)
[US] Texas Instruments TI-99/4A (1983)
Tandy Color Computer (1983) "Miss Gobbler"
Tandy Color Computer (1984) "Ms. Maze"
[EU] Sinclair ZX Spectrum (1984)
PC [MS Windows]
[JP] (june.9, 1998) "Namco History Vol.3"
[US] (jul.31, 1998) "Microsoft Revenge of Arcade"
[US] (2000) "Microsoft Return of Arcade Anniversary Edition"
[US] (oct.25, 2005) "Namco Museum - 50th Anniversary"
[AU] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] (may.19, 2006) "Namco Museum - 50th Anniversary"
Steam
[US] [EU] (feb.25, 2014) "Pac-Man Museum" as DLC.
[US] (apr.19, 2016) "Arcade Game Series - Ms. Pac-Man [Model 403410]"
* OTHERS:
[US] VFD handheld game (1981) by Coleco
[US] LCD handheld game (1992) by Micro Games of America
[US] Arcade (1998) "Galaxy Games StarPak 2"
[US] Arcade (2001) "Ms. Pac-Man/Galaga - Class of 1981"
[US] Mobile Phones (june.13, 2003)
[US] Ms. Pac-Man TV Game (2004) by Jakk's Pacific
[US] Arcade (2005) "Pac-Man - 25th Anniversary Edition"
[US] Ms. Pac-Man TV Game Wireless Version (2005) by Jakk's Pacific
[US] Mobile Phone (jan.5, 2005) "Ms. Pac-Man for Prizes"
[US] Apple iPod (feb.27, 2007) "Ms. Pac-Man [Model 284736660]"
[US] Apple iPhone (jul.9, 2008)
[US] Blackberry (nov.23, 2009) "Ms. Pac-Man [Model 4532]"
[US] Windows Mobile (mar.23, 2010) "Ms. Pac-Man by Namco"
[US] Arcade (2010) "Pac-Man's Arcade Party" : included in home cabaret and cocktail models only
[US] Apple iPhone/iPad (feb.10, 2011) "Ms. Pac-Man for iPad [Model 404072981]"
[US] Android Market (mar.18, 2011) by Namco
[US] Arcade (2018) "Pac-Man's Pixel Bash" : only available if the machine is set to Free Play
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Jojo no Kimyou na Bouken - Miraihe no Isan Update submitted by XtC
Jojo no Kimyou na Bouken - Miraihe no Isan (c) 1999 Capcom.
The sequel of "JoJo no Kimyou na Bouken" with just extra characters.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-JJM000
CD Label : CAP-JJM-110
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
A CPS2 kick harness is needed to use the extra attack buttons.
- TRIVIA -
One of the last games released for the CPS3 hardware. It was released in September 1999 in Japan. It is known outside Japan as "JoJo's Bizarre Adventure".
The Game is based on the 3rd story of the manga from Araki Hirohiko.
A cartridge only version of this game was available in Japan. Unlike standard CD-Rom CPS3 kits, the cartridge only version boots up in a matter of seconds.
Suleputer released a limited-edition soundtrack album for this game (Jojo's Bizarre Adventure Original Soundtrack - CPCA-1022) on February 20, 1999.
- TIPS AND TRICKS -
* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)
* Play as Young Joseph : Enter the following at the character select for Young Joseph...
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.
* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4. If you hear Dio's 'Wryyyyyy', it was successful. Proceed to 'Save and Exit', and the new playable characters will be available on the opposite sides of the character selection screen. They consist of : Shadow Dio, Kahn, New Kakyoin, Hol Horse with Boingo, Rubber Soul, and Young Joseph.
* Developer Mode: In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available:
Pressing button 5 during gameplay will pause the gameplay until it is pressed again.
Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button five will act as a frame advance.
Holding button 1 while activating the service menu will open a developer's test menu.
- SERIES -
1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)
- STAFF -
Planner: Obata Shinichiro, Yoshifumi Fukuda (Yo JB Fukuda), Ohashi Mamoru, Koji Shimizu
Programmer: Tomohiro Ueno, Batayon, Hideo Sako (HDO), T. Kimoto (Dress), Y. Inada (INE), Oh!Ya!, Yoji Mikami (BD1)
Scroll Design: Nakatsuka, Kisabon, Chie Morisaki, Inoyan, Kanno, Yamasan, Masanori Kajita, Takashi Fujiwara
Object Design: Ball Boy, Q, Kaname, Tsuyoshi, Fujii & Peliko, Ahogen hiroshi, Narancia, Tatsuya Oshima, Yoshihiro Goda, Shiniya M, Mizuho, M. Katagiri, Nishimura M, Ohsumi Tomohiko
Design Works: Ukabin, Da-Uchi, Sakomizu
Music Compose: Yuko Takehara, Setsuo Yamamoto
Sound Design: Moe-T, Masayuki Endo
Voice Actors: Egawa Hisao, Ohkawa Tohru, Ohtsuka Yoshitada, Kishi Yuji, Tareki Tsutomu, Chiba Isshin, Nagasako Takashi, Nagasawa Miki, Madono Mitsuaki, Yanada Kiyoyuki, Hayami Show, Yasuhara Yoshito, S. Obata
Producer: Kouji Nakajima
General Producer: Noritaka Funamizu
Executive Producer: Yoshiki Okamoto
- PORTS -
For ports released outside Japan, please see the Export version entry; "JoJo's Bizarre Adventure".
* CONSOLES:
[JP] Sega Dreamcast (nov.25, 1999) "JoJo no Kimyou na Bouken [Model T-1205M]"
[JP] Sega Dreamcast (oct.26, 2000) "JoJo no Kimyou na Bouken - Mirai e no Isan for Matching Service [Model T-1231M]"
[JP] Sony PlayStation 3 [PSN] (aug.21, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver. [Model NPJB-00207]"
[JP] Microsoft XBOX 360 [XBLA] (aug.22, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver."
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/jojo-m/index.html
Accepted [+] [X] Hyper Olympic [Model GX361] Update submitted by XtC
Hyper Olympic (c) 1983 Konami.
Hyper Olympic is an athletics-themed action game for up to four players, who compete against each other in six track and field-based disciplines.
The game controls consist of two run buttons (one for each 'leg' of the athlete) and one 'Action' button. Players must hit the two run buttons alternately to build up speed and use action button to jump or throw.
In each event, there is a qualifying time or minimum score threshold that the player must achieve to advance to the next event. failing to qualify (in one heat for track events or in three attempts in the other events) will reduce the players' number of lives by one, the game is over once all lives are lost.
Hyper Olympic can accommodate up to four players, who compete in pairs in the running events and individually in the others. If there are fewer than four players, the remaining slots are played by the computer (or player "CPU"). In all multiplayer heats, however, the relative performance of the players has no effect on the game and advancing is based solely on reaching qualifying times and targets.
The six events are:
* 100M DASH - Run as fast as possible.
* LONG JUMP - Run to the take-off board then choose angle of jump (42 is the optimum angle).
* JAVELIN - Run to the line then choose angle of throw (43 is the optimum angle).
* 110M HURDLES - Run and time jumps over the hurdles.
* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is the optimum angle).
* HIGH JUMP - The athlete will run to the bar; just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.
- TECHNICAL -
Game ID : GX361
Main CPU : Motorola M6809 (@ 2.048 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)
Players : 4
Buttons : 3
= > [1] Run, [2] Jump/Throw, [3] Run
Odd-numbered players (1 and 3) use the controls on the right side of the panel; even-numbered players (2 and 4) use the controls on the left side.
In a 4-player game on an upright machine, players 1 and 3 share player 1's control; players 2 and 4 share player 2's control.
On a cocktail machine, players 1 and 2 play from one end of the machine, while players 3 and 4 play from the opposite end. The screen's orientation will flip for each pair of players.
- TRIVIA -
Hyper Olympic was released in October 1983 in Japan. It is known outside Japan as "Track & Field". For more information about the game, please see the Konami "Track & Field" (international version) entry.
Hyper Olympic is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades.
The song that is heard playing on the high score and awards screen is 'Chariots of Fire', written by Vangelis for the movie of the same name.
Export releases:
Known outside Japan as "Track & Field [Model GX361]".
- UPDATES -
Later versions of this game replace the two 'Run' buttons with a trackball.
The bootleg version features different speech, as the original sound hardware could not be totally hacked - the slightly different voices are allegedly those of the bootleggers themselves! Also, it contains a typo : the word HEIGHT replaces the original HIGHT.
- SCORING -
Points are awarded in each event. The faster the time, the further or higher the jump, or the further you throw the more points you score.
- TIPS AND TRICKS -
* Hint : When you alternate tapping the run buttons (run1, run2, run1, run2 etc.) you will get a much better speed increase. You have three attempts to qualify on all but the two running events.
* BUG : In both Javelin and the Hammer Throw, throwing over 100m will cause a counter wraparound, so a 100m12 throw will be logged as 0m12 (and will not qualify you).
- FORBIDDEN PLAYING METHODS -
CAUTION: You'll get more points when you perform the required tasks, but your score may not be considered as a record when you do so! These methods (particularly 2 initial fails at High Jump) may invalidate your effort (and consider your score as CHEATED), so don't apply any of the methods shown below when you're fighting for a high score! The play isn't fair at all when AT LEAST ONE of the methods is used.
* 100m Dash : Achieve exactly the same time for player 1 and 2 and 1,000 point bonus will be awarded.
* Long Jump : 3 jumps of exactly the same length will cause a little man with a key to run across the screen, awarding 1,000 points.
* Javelin : Throw the javelin off the top of the screen to bring down a bird for a 1,000 point bonus. To do this you must achieve the 'maximum' angle.
* 110m Hurdles : If both players finish the race in a dead heat then a little man with a key will run across the screen, awarding 1,000 points to each player.
* High Jump : Fail the first two jumps and then clear it; a mole burrows up for a 1,000 point bonus.
- SERIES -
1. Hyper Olympic [Model GX361] (1983, ARC)
2. Hyper Olympic '84 [Model GX330] (1984, ARC)
3. Hyper Sports Special [Model GX861] (1988, ARC)
4. Hyper Athlete [Model GV021] (1996, ARC)
5. Nagano Winter Olympics '98 (1998, ARC)
6. Ganbare! Nippon! Olympic 2000 (2000, N64)
7. International Track & Field Summer Games (2000, N64)
8. New International Track & Field (2008, DS)
9. Hyper Sports Winter (2010 iPhone OS)
10. Hyper Sports Track & Field (2010 iPhone OS)
- STAFF -
Music by: Shigeru Fukutake
- PORTS -
Note: These are Japanese ports only. For North American ports, please see the Centuri "Track & Field" (North American version) entry. For ports released in other regions, please see the Konami "Track & Field" (international version) entry.
* CONSOLES:
[JP] Nintendo Famicom (june.21, 1985) "Hyper Olympic - Gentai Ban! [Model RC800]"
[JP] Microsoft XBOX 360 [XBLA] (aug.8, 2007)
* HANDHELDS:
[JP] Nintendo Game Boy (jul.17, 1992) "Konamic Sports in Barcelona [Model DMG-KHJ]"
[JP] Nintendo DS (mar.15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]" : as "Track & Field"
* COMPUTERS:
Spectravideo [JP] (1984)
[JP] MSX (1984)
[JP] MSX (apr.1984) "Hyper Olympic 1 [Model RC710]"
[JP] MSX (apr.1984) "Hyper Olympic 2 [Model RC711]"
* OTHERS:
VFD portable game [JP] (1984) "Hyper Olympic Challenge 5" : by Bandai
LCD handheld game [JP] (1984) "Hyper Olympic Jumping Type" : by Bandai
LCD handheld game [JP] (1984) "Hyper Olympic Running Type" : by Bandai
LCD handheld game [JP] (1984) "Hyper Olympic Throwing Type" : by Bandai
- SOURCES -
Game's ROM.
Accepted [+] [X] Hyper Street Fighter II - The Anniversary Edition [Green Board] Update submitted by XtC
Hyper Street Fighter II - The Anniversary Edition (c) 2004 Capcom Company, Limited.
Here comes a new challenger... Every character, every move, every combo: one massive game to celebrate the 15 years of one of the greatest fighting game of all time.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2
Control: 8-way joystick per player
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
Hyper Street Fighter II - The Anniversary Edition was released in December 2003 in Japan. It was known as the 38th CPS-II video game.
Known Export releases:
"Hyper Street Fighter II - The Anniversary Edition [Blue Board]"
"Hyper Street Fighter II - The Anniversary Edition [Grey Board]"
The core of the game is based on "Super Street Fighter II Turbo", but now players have up to five different versions of each character to choose from.
The arcade intro has reverted back to the one found in "Super Street Fighter II - The New Challengers" with the new addition being the title screens from the previous SFII games alternating between lightning flashes.
The title screens for the CPS1 games "Street Fighter II - The World Warrior", "Street Fighter II' - Champion Edition", and "Street Fighter II' - Hyper Fighting" are presented for the first time on the CPS2 hardware via this game's intro.
Though the character select screen layout is the same as the one found in "Super Street Fighter II Turbo", its music has changed back to the character select music found in "Super Street Fighter II - The New Challengers, " which itself is a remixed version of the character select music from the CPS1 Street Fighter II games.
The version of the character corresponds to the SFII game that they were playable in :
'NORMAL' - "Street Fighter II - The World Warrior"
'CHAMP' - "Street Fighter II' - Champion Edition"
- Japanese version : 'DASH' - "Street Fighter II' - Champion Edition"
'TURBO' - "Street Fighter II' - Hyper Fighting"
'SUPER' - "Super Street Fighter II - The New Challengers"
'SUPER T' - "Super Street Fighter II Turbo"
- Japanese version : 'SUPER X' - "Super Street Fighter II X - Grand Master Challenge"
Note: In 1-player mode and attract mode, the CPU only uses the 'SUPER X'/'SUPER T' version of each character.
The playback format of the background music has changed from "Super Street Fighter II - The New Challengers". In the previous game, the background music will change to the 'Heavy Damage' version of the music on the second round onward when the KO sign flashes. In this game, the background music will change to the 'Heavy Damage' version of the music only if the character that triggered the KO sign to flash is in danger of losing his or her final round.
Color schemes for the stage backgrounds are still the same as for "Super Street Fighter II - The New Challengers" and "Super Street Fighter II Turbo". However, a few background elements originally seen exclusively in "Street Fighter II - The World Warrior" have returned :
1) The dual barrels and stack of boxes in Ken's stage (from "Champion Edition" to "Super Turbo" there was just a single barrel).
2) The breakable 'Fuurinkazan' signs in Ryu's stage.
3) The lantern on the left side of E. Honda's stage (originally seen exclusively on the SNES port of "Street Fighter II - The World Warrior").
Conversely, background elements that were present since "Super Street Fighter II - The New Challengers" are now missing :
1) The toucan that flies away at round's end in Dee Jay's stage.
Another change from the previous episodes can be seen at the character selection screen, when you go on Fei Long's profile, the colonial flag of Hong Kong was changed to the flag of China due to the handover in 1997. Street Fighter has to keep up with the times!
- TIPS AND TRICKS -
* Holding Start while selecting 'SUPER' for the version of your character will select the secret 'Super' version of the character as found in "Super Street Fighter II Turbo".
* Pressing the Start button to select your character when using the 'NORMAL', 'SUPER', or 'Old Super' version of the character will select them in an alternate classic outfit, used originally when two players simultaneously used the old version of the same character in "Super Street Fighter II Turbo".
* Holding Start while selecting 'SUPER T' for the version of your character will allow certain characters to 'store' their super combos.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)
17. Street Fighter V (2016)
18. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Planner : Oni-Suzuki, Mo-Z
Programmer : Shin., Hard. Yas, Meijin, Hyper Shinchan, Yu Kawamura, Yoji Mikami, Senor, .Seta
Special Programmer : Nobuaki Minomiya
Title Designer : Ukabin
Instruction Card Designer : Masako Honma, Minoru Nagaoka
Scroll Designer : Yoko Fukumoto, Kuwajima.C-Ya.R-W, Alecky.Eh
Sound Designer : Hiroaki Kondo (X68K)
Music Arranger : Mitsuhiko Takano
Producer : Kenzy Itsuno
Executive Producer : Yoshihiro Sudo
Executive Director : Noritaka Funamizu
Special Thanks : Satoshi Ise, Neo-G (H. Ishizawa), Matsukuni, Takashi Kubozono, Toru Kusano, Masayuki Fukumoto, Noriko Kato, Bug (Skill-Smith), Ru-pin, M. Masa
- PORTS -
* CONSOLES:
[JP] Sony PlayStation 2 (Dec.18, 2003) "Hyper Street Fighter II - The Anniversary Edition [Model SLPM-65496]"
[JP] Sony PlayStation 2 (Dec.18, 2003) "Hyper Street Fighter II - The Anniversary Edition [Special Anniversary Pack] [Model CPCS-10007]"
[JP] Microsoft XBOX (Oct.28, 2004) "Street Fighter Anniversary Collection [Model STJ-00001]"
[JP] Sony PlayStation 2 (Jan.25, 2007) "Hyper Street Fighter II - The Anniversary Edition [CapKore] [Model SLPM-66636]"
[JP] Sony PlayStation 2 (Sep.18, 2008) "Hyper Street Fighter II - The Anniversary Edition/Vampire: Darkstalkers Collection Value Pack [Model CPCS-01039]"
- SOURCES -
Game's ROM.
Hyper Street Fighter II - The Anniversary Edition, http://www.hyper-sfii.com/
Accepted [+] [X] Gryzor Update submitted by XtC
Gryzor (c) 1987 Konami.
In 2631, a meteorite strikes the Galuga archipelago near New Zealand, carrying with it a dormant alien lifeform. Two years later in 2633, a terrorist organization of alien origin called Red Falcon takes over the island as part of their plot to invade the Earth. Bill Rizer and Lance Bean, of the Contra unit, are sent to the Oceania island to stop the evil threat.
Gryzor is a hectic 1 or 2-player platform shoot-em-up featuring five stages. Three of the levels are standard side-scrolling platform levels, while the remaining 2 are enemy 'bases'; 3rd person into-the-screen stages in which players must run down series of heavily defended corridors to reach and destroy an end-of-level boss, before moving onto the next stage.
Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.
As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are :
* Machine gun [M] : Auto-fire.
* Spread gun [S] : Allows the player to fire five shots in an arc.
* Laser gun [L] : Will shoot a long laser that can take out many enemies in a row.
* Fire Ball [F] : A gun which fires small fireballs in a corkscrew pattern.
* Rapid-fire [R] : Increases the firing rate of the player's currently equipped weapon.
* Barrier [B] : Will make the player invincible for a few seconds.
The game's 5 levels and bosses are as follows :
Stage 1 : Jungle – Defensive Wall – (horizontal scrolling)
Stage 2 : Base 01 – Six turrets and alien eyeball – (3rd-person)
Stage 3 : Waterfall – Large Alien – (vertical scrolling)
Stage 4 : Base 02 – Six turrets and alien head – (3rd-person)
Stage 5 : Snow Field/Energy Zone/Hangar/Alien Lair – Alien Heart – (horizontal scrolling)
- TECHNICAL -
Game ID : GX633
Main CPU : Motorola M6809 (@ 1.5 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.582071 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Europe as "Contra".
Here are the official names of the characters : Bill Rizer (player 1) and Lance Bean (player 2).
Bill Rizer makes an appearance as a supporting character in the 1992 Nintendo NES/Famicom game "Wai Wai World 2 SOS.. - Paseri Jou" (A.K.A. "Konami World 2 - SOS from Parsley Castle").
The music from the final stage is also used for the final boss confrontation in "Wai Wai World" (A.K.A. "Konami World" ) for the Nintendo NES/Famicom .
Chad Johnson holds the official record for this game with 1,546,600 points on July 15, 2002.
- UPDATES -
Gryzor is the European version of the game known as "Contra" in North America and Japan. The Gryzor version differs from the other regional releases as the 2-players mode can only play alternating, rather than simultaneously.
- TIPS AND TRICKS -
* Use shots wisely : Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!
* Kill before being killed : if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!
* Tip for taking down the fortress : Fortresses situated at the end of each level have a weak point (sensor). Concentrate your attack on the weak point!
But Destroy the cannons first. Cannons will remain even if you take out the sensor first and the fortress morphs.
* Tip for 3-D levels : Destroy the weak points of each floor and stop the high voltage electric currents. Taking out the weak points quickly is key to conquering the 3-D levels.
If you press UP on the control pad and touch the electricity, you will be stunned and won't be able to move for a while. Don't move forward until you take out the weak point and stop the electricity.
After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right.
You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.
As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.
* Beware of Falling off at Stage 4 : In Stage 4 where you climb up a waterfall, missing a platform and falling down will count as a miss.
* Barrier : At specific spots in Stages 4 & 9, you can pick up barriers that make you invincible for a while. However, there is a rule : 'A barrier will appear only when you are NOT equipped with a special weapon'.
- SERIES -
1. Gryzor (1987)
2. Super Contra (1988)
3. Contra Force (1992, Nintendo NES)
4. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
5. Contra - Hard Cops (1994, Sega Mega Drive)
6. Contra - Legacy of War (1996, Sony PlayStation)
7. Contra - Shattered Soldiers (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
- STAFF -
Game programmers : Satoru, Hideyuki Falco, Koichi Cobra
Video graphics : Kengo
Special designers : Ishiwari Jinbo, Passionate Norio
Sound editor : Kazuki Muraoka (as 'Kazuki Jah')
Engineer : Rom Yamamoto
Directed by : Koji
- PORTS -
The video game console versions had 3 additional levels. In the arcade version, the 5th level is an exceptionally long last level. The disparate elements of it were expanded in the console versions to form 3 additional levels.
* CONSOLES:
[EU] Nintendo NES (dec.28, 1990) "Probotector [Model NES-77-EEC]"
Microsoft XBOX 360 [XBLA] [EU] (nov.8, 2006)
* HANDHELDS:
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1987)
[EU] Commodore C64 (1987)
[EU] Amstrad CPC (1987) : 64 KB version with FX only
[EU] Amstrad CPC (1987) : 128 KB version with FX and Music
PC [MS-DOS] [EU] (1987)
- SOURCES -
Game's ROM.
Accepted [+] [X] Gauntlet Update submitted by XtC
Gauntlet (c) 1986 NAMCO, Ltd.
Japanese release. game developed in the USA. See the original Atari version for more information.
- PORTS -
* CONSOLES:
[JP] Microsoft XBOX 360 [XBLA] (dec.10, 2005) : Retired in 2010
- SOURCES -
Game's ROMS.
Accepted [+] [X] Dynamite Deka II - Karibu no Kaizoku-Hen [Model A] Update submitted by XtC
Dynamite Deka II - Karibu no Kaizoku Hen (c) 1998 Sega.
A 3-D beat'em up game.
- TECHNICAL -
Runs on the Sega "Model 2A" hardware.
Control per player: 8-way joystick
Buttons per player: 4
Another version runs on the Sega Model 2B hardware.
- TRIVIA -
Released in May 1998 in Japan.
The title of this game translates from Japanese as 'Dynamite Detective II - Pirates of the Caribbean Episode'.
Export releases:
"Dynamite Cop"
- SERIES -
1. Dynamite Deka [Model 610-0373-16] (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2006)
- STAFF -
Director : Makoto Uchida
- PORTS -
* CONSOLES:
Sega Dreamcast [JP] (1999) "Dynamite Deka 2 [Model HDR-0020]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Detana!! Twin Bee Update submitted by XtC
???!! Twin Bee (c) 1991 Konami.
(Detana!! Twin Bee)
The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous journey through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge.
- TECHNICAL -
Main CPU : Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2151, K053260
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1991 in Japan.
The title of this game translates from Japanese as 'It's Here!! Twin Bee'.
Export releases:
"Bells & Whistles [Model GX060]".
King Records released a limited-edition soundtrack album for this game (Detana!! Twin Bee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.
- SERIES -
1. Twin Bee [Model GX412] (1985, Arcade)
2. Moero TwinBee - Cinnamon Hakase o Sukue! [Model KDS-TIN] (1986, Famicom Disk System)
3. Twin Bee 3 - Poko Poko Dai Maou [Model KON-RC841] (1989, Famicom)
4. TwinBee da!! [Model DMG-TDJ] (1990, Game Boy)
5. Detana!! Twin Bee (1991, Arcade)
6. Pop'n TwinBee [Model SHVC-PT] (1993, Super Famicom)
7. Twin Bee Yahhoo! Fushigi no Kuni de Dai Abare!! (1995, Arcade)
- STAFF -
Director: Masato Ohsawa
Programmer: T. Shimomura
Designers: R. Shogaki, H. Ashida, K. Ishimoto
Animation: Shuzilow.HA
Sound designers: H. Maezawa, Michiru Yamane, Masae Nakashima
Engineer: H. Matsuura
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (1992) "Detana!! Twin Bee [Model KM92004]"
Sega Saturn
Sony PlayStation "Detana Twin Bee Yahhoo! Deluxe Pack"
Sony PSP (2007) "Twin Bee Portable"
* COMPUTERS:
[JP] Sharp X68000 (1991) "Detana!! Twin Bee"
- SOURCES -
Game's ROM.
Accepted [+] [X] Double Dragon Update submitted by XtC
Double Dragon (c) 1987 Taito Corp.
Export version for 'Outside Japan' releases by Taito, under license from Technos Japan. For more information about the game itself, please visit the original Technos Japan entry; "Double Dragon [Model TA-0021]".
- PORTS -
* CONSOLES:
[EU] Nintendo NES (1990) "Double Dragon [Model NES-WD]"
[EU] Sega Master System (1988) "Double Dragon [Model 7012]"
[BR] Sega Master System (1988) : by Tec Toy
[EU] Sega Mega Drive (1993)
[EU] Microsoft XBOX 360 [XBLA] (may.9, 2007)
[BR] Zeebo (may.29, 2009) : Remake with remade graphics.
[MX] Zeebo (nov.4, 2009) : Remake with remade graphics.
[EU] [AU] Sony PlayStation 4 [PSN] (jul.14, 2015) "Arcade Archives - Double Dragon [Model CUSA-02667]"
[AS] Sony PlayStation 4 [PSN] (may.21, 2015) "Arcade Archives - Double Dragon"
* HANDHELDS:
[EU] Nintendo Game Boy (1990) "Double Dragon [Model DMG-DD-NOE]"
[EU] Sega Game Gear (1993) "Double Dragon - The Revenge of Billy Lee [Model T-70038-50]"
* COMPUTERS:
[EU] Amstrad CPC (1988)
[EU] Commodore Amiga (1988)
[EU] Commodore C64 (1988)
[EU] Sinclair ZX Spectrum (1989)
[EU] Amstrad CPC (1989) : by Virgin Mastertronic, 128 KB Disk version
[EU] Amstrad CPC (1989) : by Animagic, Spanish version
[EU] Atari ST (1988)
[EU] MSX (1989)
[AU] Commodore Amiga (1989) "Amiga Champions"
[EU] Commodore C64 (1990) "100% Dynamite"
[KO] MSX (1990)
[EU] Sinclair ZX Spectrum (1990) "100% Dynamite"
* OTHERS:
[UK] LCD handheld game (1988) : by Grandstand
[US] LCD handheld game (1989) : by Tiger Electronics
- SOURCES -
Game's ROMs.
Accepted [+] [X] Cyberball 2072 Update submitted by XtC
Cyberball 2072 (c) 1989 Atari Games Corporation.
Cyberball has a new look this year, including : simplified play for beginners, new special challenge game, improved robot buy feature, new robot, new teams and 150 new plays (for a total of 250).
- TECHNICAL -
Owners of the original "Cyberball" cabinets could upgrade to Cyberball 2072 via an Atari Games-produced piggyback board which updated the old Cyberball units to 2072 version.
Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Cyberball 2072 was released in August 1989.
Default highscore contains nicknames in homage for other Atari games including :
* PAPERBOY for "Paperboy"
* ASTEROID for "Asteroids"
* GAUNTLET for "Gauntlet"
* GRAVITAR for "Gravitar"
* TEMPEST for "Tempest"
* CENTIPED for "Centipede"
* STARWARS for "Star Wars"
* AKKAARRH for "Akka Arrh"
* TOOBIN for "Toobin'"
* ESCAPE for "Escape From The Planet of the Robot Monsters".
- UPDATES -
REVISION 1 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 23AUG1989 09 :55 :00
REVISION 2 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 01SEP1989 15 :00 :16
REVISION 3 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 12SEP1989 20 :31 :11
REVISION 4 :
* Build date : OP SYS 13OCT1989 14 :18 :50 / MAIN 13OCT1989 15 :34 :05
- SERIES -
1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)
- STAFF -
Programmer / designer : John Salwitz
Artist / designer : Dave Ralston
Technician : Rob Rowe
Software support : Paul Kwinn
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Don Diekneite, Byron Sheppard
Head coach : Chris Downend
Product manager : Jerry Momoda
Cabinet designer : Dave Cook
Cabinet graphics : Atari Visual Communications Department
Team leader : John Ray
- PORTS -
* CONSOLES:
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
Nintendo GameCube [US] (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcade Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures: Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures: Extended Play [Model ULES-00180]"
Sony PSP [PSN] [US] (june.28, 2010) "Midway Arcade Treasures: Extended Play"
Microsoft XBOX 360 [XBLA] [US] [EU] (sept.5, 2007) : Retired in 2010
* COMPUTERS:
[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.