## History.dat - an arcade video games database.
## From http://www.arcade-history.com
##
## Revision: 0.88 - 2004-10-25
## File size: 2996936 / Lines: 127054               
##
## Maintained by Alexis BOUSIGES.
## Copyright 1998-2004 History.dat all rights reserved,
## This arcade video games database may not be distributed for commercial purposes in whole or in part,
## in any form or by any means, electronic or mechanical, or by any information storage now known
## or hereafter invented without express written permission.


$info=88games,
$bio

'88 Games (c) 07/1988 Konami.

Game ID : GX861


Controlled with three buttons.


- TRIVIA -


This game is also known as "Konami '88" and in Japan as "Hyper Sports Special".


This game runs on the "Chequered Flag" hardware.


On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".


- SERIES -


1. Track and Field (1983)

2. Hyper Olympic '84 (1984)

3. '88 Games (1988)

4. Hyper Athlete (1996)

$end

$info=99lstwar,99lstwra,99lstwrk,
$bio

'99 The Last War (c) 1985 Proma.


- TRIVIA -


This game is also known as "Repulse".


A bootleg of this game is known as "Son of Phoenix".


- STAFF -


Director : Shunkoh Miki

Programmer : Tatsuya Uemura

Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi

Music and sound effects : ???

$end

$info=005,
$bio

005 (c) 12/1981 Sega.


You play secret agent 005, your mission is to take a briefcase filled with secret documents to a waiting helicopter. But, enemy agents are everywhere, trying to thwart your every move, luckily you are armed with cannisters of gas.


- TRIVIA -


005 (pronounced 'double O five'), is an early Sega arcade game based around a pseudo 'James Bond' theme. Instead of secret 'agent 007' you get to play secret 'agent 005' (which allowed Sega to save money by not licensing the 'James Bond' character for this game).


This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega System G80 compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The controls consist of a single 4-Way Joystick, and one button. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight (the logo is in a font that reminds me of high school football numbers). '005' is very rare today, as most of them were converted to other titles long ago.

$end

$info=yard,vsyard,vsyard2,
$bio

10-Yard Fight (c) 1983 Irem.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


10-Yard Fight is the first slightly realistic American football game released.


- TIPS AND TRICKS -


* Hint 1 : Don't pass if the line of the pass will take the ball anywhere near a free-running defender.


* Hint 2 : At the kickoff, you should aim to get to at least the opponents' 40 yard line, if not further. Use your rear defenders on the run up the field!


* Hint 3 : When making a play, look carefully at the your opponent's deployment. Are they all over the right hand side? Then wait till your runner is over the left, get the ball back to the quarterback and pass straight to the running back. Then leg it straight up the left hand side. When doing this, on either side, keep as close to the edge of the pitch as possible. If you're going to get tackled, quickly dodge off the field to end the play.


* Hint 4 : You can also send the running back up the field, and run around with the quarterback until there's a pass available. In the arcade, I used to send the running back way up the right to the very top of the screen, and then run back and left with the quarterback as quickly as possible, doing a huge crossfield throw at the last second. The opponents would get sort of "caught in the scroll" as the ball when diagonally across and most times the running back would be away with no one anywhere near him.


* Hint 5 : You can also run the quarterback straight through the pack - this is only sensible when you're at the 5 yard line or so.


* Hint 6 : Down the ball as soon as you make 10 yards if you have any time left. This is because you can make 10 yards in 15 seconds and get 10 seconds back for a net loss of 5 seconds. It takes 30 seconds to make 20 yards and doing it in 1 play will get a net loss of 20 seconds (30 - 10), but doing it in 2 will only lose 10 seconds because you get 2 10 second bonuses (30 - 10 - 10). Once the clock runs out in mid-play just go as far as you can and hope it's enough to get more time.


* Hint 7 : Learn the defense formations. Once you find the correct pass route for a particular formation it will work consistently.


* Hint 8 : If you see a hard formation and you are short on time, your best move may be throwing an interception and hoping for an easier formation. This works best when you have 7 to 10 seconds left and don't think you can make ten yards or get downed before time runs out. Don't try it with less than 7 seconds though. 6 :xx probably won't be enough time.


* Hint 9 : Run to the right during "first contact" after the kickoff. There is an extra computer guy waiting on the left side. The best way to use the top blockers is to let the middle blocker connect, move straight right until the top right blocker connects, then head up again.


* Hint 10 : You can do a forward pass after a lateral. This will cut through a few formations that are hard passing from the quarterback position. If you time it well a diagonal pass left (right running back to a left reciever) can miss an active middle defender.


* Hint 11 : If you run the ball, use the reciever to block for you. The game doesn't have 'pass interference' calls so you have to be careful not to do this by accident.


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Sega Saturn (1996, "Irem Arcade Classics")


* Computers :

MSX (1986)

$end

$info=1941,1941j,
$bio

1941 - Counter Attack (c) 02/1990 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Here is all the official bosses names :

* Stage 1 - Leviathan

* Stage 2 - Bismarck

* Stage 3 - V3Rocket

* Stage 4 - Krote

* Stage 5 - Leviathan

* Stage 6 - Gotha


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.


- UPDATES -


At the 5th position on the high score table, the Japanese version says 'j01' instead of 'o01'.


- TIPS AND TRICKS -


* Hint : Your airplane doesn't lose energy when it collides with cliffwalls, buildings etc. Instead it will rotate a bit after such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure.


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Planners : Noritaka Funamizu (Poo), Rekite

Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow

Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan

Character support : Akiman

Character coordinator : Rekite

Character effects : Yokota Yokozo

Sound composer : Hifumi

Programmers : Makkow, Babel-2, Dome

Game analysers : Akira Nishitani (Nin), Doda Nda Uda

Director : Kihaji Okamoto


- PORTS -


* Consoles :

NEC SuperGrafx (1991)

$end

$info=1942,1942a,1942b,
$bio

1942 (c) 12/1984 Capcom.


1942 is a vertically scrolling shoot 'em up set in the Asian theater of World War II. The goal is to reach Tokyo and destroy the entire Japanese air fleet. The player (the American 'Super Ace') pilots a plane, and has to shoot down enemy planes. Besides shooting, the player can also perform a 'loop-the-loop' to avoid enemy fire.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


1942 was the first game that Okamoto designed at Capcom.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- TIPS AND TRICKS -


* Hint 1 : On certain levels, a V-formation of red planes will come straight down from the top. If you kill all 5 of them, and it turns into a Black/Red POW, pick it up - it's a free airplane!


* Hint 2 : On levels where you pick up the extra two airplanes next to you : Use them to kill off the bigger planes. You will get a second chance to get them back later on.


* Hint 3 : On the challenge levels, you can get large bonuses based upon shot accuracy...

90% - 94% = 10,000 pts.

95% - 99% = 20,000 pts.

100% = 10,000 pts

Oddly enough, the bonus for 100% accuracy is only 10,000 points, making it advantageous to let the last plane go by.


* Hint 4 : On the levels with the huge boss plane, save all your loops! Shoot at it quickly, loop down to avoid the shots, and shoot at it again, and then loop. You should be able to kill it this way.


* Hint 5 : Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman, kill off your man (assuming you have more) and the game will place you back before them.


* Hint 6 : At times, a slow airplane will come out of the left or right hand side of the screen. Shoot it, and it will turn into a special figure. If you fly over the figure you will get 5,000 points!


* Here's an interesting bug in 1942 : If you win an extra man by crossing the xxx points mark when killing the "boss" bomber, no extra planes will be awarded on the basis of points! Extra planes can still be obtained by getting the black-and-red POW, but no point-based bonuses will be awarded for the rest of the game.


* It is possible to finish the game. When completed, a screen appears with a message saying 'We give up!', and a 10,000,000 point bonus is awarded!!!


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Designed and programmed by : Yoshiki Okamoto


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Sony PlayStation (1998, "Capcom Generation 1")

Sega Saturn (1998, "Capcom Generation 1")

Nintendo Game Boy Color (2000)


* Computers :

Sinclair ZX Spectrum (1986)

Commodore C64 (1986)

MSX2 (1986)

Amstrad CPC (1986)

MSX (1987)

$end

$info=1943j,
$bio

1943 - Midway Kaisen (c) 1987 Capcom.


It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons. In addition to the now famous loop, you have at your command, lighting, cyclone, and tsunami to ward off your enemies.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The subtitle of this game translates from Japanese as Midway Naval Battle.


This game is known outside Japan as "1943 - The Battle of Midway".


This game runs on the "Commando (capcom)" hardware.


- TIPS AND TRICKS -


* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... 

Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. 

Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. 

Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. 

Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. 

Stage 5 for a 3-way, press 1P side A and 2P side Up. 

Stage 6 for a Auto, press 1P side Left and 2P side Right+B. 

Stage 7 for a Shell, press 1P side Upleft and 2P side Down. 

Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. 

Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. 

Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. 

Stage 11 for a Auto, press 1P side Upleft and 2P Right+A. 

Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. 

Stage 13 for a Auto, press 1P side Up and 2P side Down. 

Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. 

Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. 

Stage 16 for a Auto, press 1P side Right+A and 2P side Upright+A. 


* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon. 


* Hint 1 : The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are. 


* Hint 2 : It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus. 


* Hint 3 : At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. 

1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus. 

2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! 

3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. 


* Hint 4 : The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20). 


* Hint 5 (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed. 


* Hint 6 : If you get the "propeller" power-up (it looks like a propeller over a circle), your energy level will be fully replenished. 


* Hint 7 : Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points. 


* Hint 8 : When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot. 


* Hint 9 : If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DONT give you a full tank at the end of the cloud stage before you go to the water!


- SERIES -


1. 1942 (1984)

2. 1943 - Midway Kaisen (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Designers: Noritaka Funamizu (Poo), Dechikun

Producer: Yoshiki Okamoto (Kikaji O.)

Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata 

Music & SFX: Yoshihiro Sakaguchi 

Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2, 3-1)

Hardware: Punch Kubozoo, Jumbo Saito

Programming: BLBON

$end

$info=1943,
$bio

1943 - The Battle of Midway (c) 06/1987 Capcom.


It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons. In addition to the now famous loop, you have at your command, lighting, cyclone, and tsunami to ward off your enemies.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "1943 - Midway Kaisen".


This game runs on the "Commando (capcom)" hardware.


- TIPS AND TRICKS -


* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... 

Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. 

Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. 

Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. 

Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. 

Stage 5 for a 3-way, press 1P side A and 2P side Up. 

Stage 6 for an Auto, press 1P side Left and 2P side Right+B. 

Stage 7 for a Shell, press 1P side Upleft and 2P side Down. 

Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. 

Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. 

Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. 

Stage 11 for an Auto, press 1P side Upleft and 2P Right+A. 

Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. 

Stage 13 for an Auto, press 1P side Up and 2P side Down. 

Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. 

Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. 

Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A. 


* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon. 


* Hint 1 : The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are. 


* Hint 2 : It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus. 


* Hint 3 : At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. 

1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus. 

2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! 

3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. 


* Hint 4 : The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20). 


* Hint 5 (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed. 


* Hint 6 : If you get the "propeller" power-up (it looks like a propeller over a circle), your energy level will be fully replenished. 


* Hint 7 : Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points. 


* Hint 8 : When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot. 


* Hint 9 : If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DONT give you a full tank at the end of the cloud stage before you go to the water!


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Designers: Noritaka Funamizu (Poo), Dechikun

Producer: Yoshiki Okamoto (Kikaji O.)

Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata 

Music & SFX: Yoshihiro Sakaguchi 

Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2, 3-1)

Hardware: Punch Kubozoo, Jumbo Saito

Programming: BLBON


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sony PlayStation (1998, "Capcom Generation 1")

Sega Saturn (1998, "Capcom Generation 1")


* Computers :

Amstrad CPC (1988)

Atari ST (1988)

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Commodore Amiga (1989)


* Others :

LCD Handheld game (1989) : released by Acclaim.

$end

$info=1943kai,
$bio

1943 Kai - Midway Kaisen (c) 06/1988 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as "1943 Modified - Midway Naval Battle".


This game runs on the "Commando (capcom)" hardware.


This update of "1943 - The Battle of Midway" was only released in Japan.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989.


- UPDATES -


"1943 Kai - Midway Kaisen" has different graphics and gameplay is slightly harder than "1943 - The Battle of Midway".


- TIPS AND TRICKS -


* Choose Your Weapon : Hold these buttons at beginning of each stage to activate the weapon...

Stage 1 for a Shot Gun, press 1P side Right and 2P side Upright. 

Stage 2 for a Laser, press 1P side Upleft and 2P side Down+B. 

Stage 3 for a 3-way, press 1P side A and 2P side Upleft. 

Stage 4 for a 3-way, press 1P side Downleft+A and 2P side Up+A. 

Stage 5 for a Shell, press 1P side Left and 2P side Downright+A. 

Stage 6 for a Laser, press 1P side Downleft+B and 2P side Upleft+A. 

Stage 7 for a 3-way, press 1P side Down+A+B and 2P side B. 

Stage 8 for a Laser, press 1P side Downleft+B and 2P side Down+A. 

Stage 9 for a Shell, press 1P side Upleft+B and 2P side Downright+A+B. 

Stage 10 for a 3-way, press 1P side Up+A and 2P side Upleft. 


* Hint : If you see an icon shaped like a mountain, get it - it will give you the laser! (This bonus will not appear in every game, or at any particular level).


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Designers: Noritaka Funamizu (Poo), Dechikun

Producer: Yoshiki Okamoto (Kikaji O.)

Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata 

Music & SFX: Yoshihiro Sakaguchi 

Additional music: Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2, 3-1)

Hardware: Punch Kubozoo, Jumbo Saito

Programming: BLBON


- PORTS -


* Consoles :

NEC PC Engine (1991)

Sony PlayStation (1998, "Capcom Generation 1")

Sega Saturn (1998, "Capcom Generation 1")

$end

$info=1944,1944j,
$bio

1944 - The Loop Master (c) 06/2000 Capcom.


Warbirds Fly Again!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Supported by Eighting / Raizing.


This game runs on the Capcom Play System II hardware (CPS II).


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)

$end

$info=1945kiii,
$bio

1945k III (c) 2000 Oriental.


A straight rip-off of Psikyo's "Strikers 1945 III".


- TRIVIA -


At the End Credits '(c) 1999 Promat' is shown.


- STAFF -


Executive Producer: Lee Hyung Kee

Produced & Director: Sung Jung Woo

Game Design: Sung Jung Woo, Kim Tae Wook, Lee Dong Ik

Hardware Design: Kim Young Ho, Lee Seung Woo, Park Sang Yeul

Graphics Design: Kim Tae Wook, Lee Dong Ik, Woo Sang Gyun

Programmer: Sung Jung Woo

Music Artist: Lee Seung Woo

Sound Effect: Sung Jung Woo

Advice Supervisor: Lee Seung Woo

Tester: Eum Jae In, Park Sang Chul, Jang Se Yong, Sin Won Tae

$end

$info=19xx,19xxa,19xxh,19xxj,19xxjr1,
$bio

19XX - The War Against Destiny (c) 12/1995 Capcom.

Game ID : CP-S II No. 13


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on 03/04/1996.


- UPDATES -


Revision 1 :

* Japanese, Asia and US releases (951207).


Revision 2 :

* Hispanic release only (951218).


Revision 3 :

* Japanese release only (951225).


- TIPS AND TRICKS -


* Change First Stage Music To "1942" BGM : At the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered.


* Change First Stage Music To An Arranged Version of "1942" BGM : At the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright. A voice will be heard once the code is entered.


* Stronger Bombs : Holding the bomb button will charge your bomb to a stronger level.


- SERIES -


1. 1942 (1984)

2. 1943 - The Battle of Midway (1987)

3. 1943 Kai - Midway Kaisen (1988)

4. 1941 - Counter Attack (1990)

5. 19XX - The War Against Destiny (1995)

6. 1944 - The Loop Master (2000)


- STAFF -


Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan)

Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits

Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch

Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You-Ten-Nakano, Takep, Eizi Murabayashi, Kogaman

Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki

Sound designers : Hiroaki Kondo (Mach-2)

All sound produce by Arcade Sound Team.

$end

$info=openice,
$bio

2 on 2 Open Ice Challenge (c) 11/1995 Midway.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Midway Wolf Unit hardware.


This game is an official licensed product of the NHLPA (National Hockey League Players Association). It features the voice of the legendary NHL announcer Pat Foley. Over 100 real players, each player's skill level reflects his real NHL ability.


During the match, you can see in the background an advert for Kellogg's Corn Pops.


The flyer of this game has a photograph of former Chicago Blackhawk goaltender Eddie 'The Eagle' Belfour on it (now with the Toronto Maple Leafs). The text refers to a '140mph' slapshot -- The individual who wrote this seems to have forgotten to do the metric conversion from kilometres per hour. He/she should have written 140 km/h (or 90 mph) as that's more realistic.


- TIPS AND TRICKS -


* Hidden Characters (Initials, Birthdate) :

Al Lasko - AL(space), Aug 31

Andy Lycke - AL(space), Nov 23

Art Tianis - AJT, Oct 23

Bill Dabelstein - DOZ, Dec 31

Brian Eddie - BRE, Apr 20

Bridgitte Fedesna - BMF, May 09

Carlos Pesina - CCP, Nov 15

Cary Mednick - CMM, Jul 02

Chris Bobrowski - ME(space), May 12

Christa Woss - CLW, Jul 09

Craig Janney - C(space)J, Sept 26

Dan Thompson - DJT, Jun 04

Dave Michicich - DLM, Aug 06

Dave Zab - ZAB, May 28

Ed Boon - EJB, Feb 22

Ed Keenan - EJK, Apr 10

Eddie Ferrier - EF(space), Jun 10

Eugeene Geer - OEG, Nov 05

Eugene Jarvis - EPJ, Jan 27

Evil Haeger - JH(space), Jul 13

Glenn Shipp - GWS, Jun 11

Gordie Howe - G(space)H, Mar 31

Heather Beach - HAB, Mar 24

Jack H. Haeger - JAH, Jan 06

Jack E. Haeger - JEH, Jul 13

Jake Simpson - JMS, Feb 22

Jason Skiles - JMS, July 29

Jay Cohen - JNC, Jun 04

Jeff Johnson - JBJ, Nov 04

Jeff Peters - JTP, Dec 15

Jennifer Fedesna - JKF, Feb 25

Jennifer Hedrick - JJH, May 03

Jim Gentile - JPG, Jan 23

Jim Greene - JDG, May 31

Jim Rohn - JR(space), May 22

Jim Tianis - DJT, Oct 20

Joan Faux - JBF, July 17

John Carlton - JMC, Aug 05

John Lowes - JML, Nov 04

John Newcomer - JRN, Jun 18

John Tobias - TOB, Aug 24

Jon Hey - JWH, Sept 20

Josh Tsui - CET, Nov 28

Ken Williams - WKW, May 30

Kevin Daley - J(space)R, Sep 15

Kevin Stevens - KMS, Apr 15

Luis Mangubot - LM(space), Apr 18

Mark Loffredo - ML(space), May 25

Mark Penacho - MDP, Jan 13

Mark Turmell - MJT, Mar 22

Martin Martinez - MAM, Aug 07

Maryann Rohn - MAC, Jul 07

Matt Booty - MVB, Apr 18

Matt Cooney - MJC, Jun 06

Matt Davis - MJD, Aug 19

Mike Lynch - MJL, Feb 28

Mike Ossian - OTT, Jan 11

Mike Vinikour - MXV, Oct 14

Mike Waldron - MJW, Jan 09

Nik Ehrlich - NIK, Nov 17

Pat Cox - PGC, Apr 11

Pat Foley - PJF, Dec 23

Paul Dussault - PGD, Dec 17

Ray Gay - RMG, Aug 11

Ray Macika - REM, Mar 26

Rebecca Scott - RS(space), Sept 27

Ross Shaffer - FRS, Apr 13

Sal Divita - SAL, Feb 02

Sheridan Oursler - SNO, Jan 03

Sidney Strong - SID, Feb 12

Steve Beran - SAB, Aug 29

Steve Correll - RSC, Sep 16

Ted Barber - BAR, Dec 05

Tony Goskie - TWG, Dec 07

Tony Metke - ARM, July 19

Warren Davis - WBD, Aug 17

Xion Cooper - XC(space), Aug 09

Zarley Zalapski - ZBZ, Apr 22


- PORTS -

* Consoles:

Sony PlayStation (1996)


* Computers:

PC [Windows 9x] (1997)

$end

$info=2020bb,2020bba,2020bbh,
$bio

2020 Super Baseball (c) 09/1991 SNK / Pallas.

Game ID : 0030


A futuristic baseball game with humans and robots where you may buy powerups with the money gained during the matches.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1993)

SNK Neo-Geo CD (1995)

$end

$info=3countb,
$bio

3 Count Bout (c) 03/1993 SNK.

Game ID : 0043


Gather up wrestling fans! Take your pick of 10 promising wrestlers and go for the world title of wrestling but be aware that these guys are not shy about fighting dirty! Features solid graphics & music, diverse types of arenas (some of these with additional dangers such as electric ropes!), fast & furious gameplay & a few surprises such as secret special moves as well as some 'fun' toys such as clubs & tasers! Do you feel brave enough to venture into this ring?!!!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Fire Suplex".


3 Count Bout is the only 'true' wrestling game for the SNK MVS Neo-Geo hardware but not the first. This honour goes to "King of The Monsters" (with giant monsters anyway!) :)


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fire Suplex - PCCB-00134) on 17/09/1993.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=3in1semi,
$bio

3-in-1 (c) 1997 SemiCom.


Three games including "New Hyperman", "Hyperman" and "Cookie & Bibis".

$end

$info=4enraya,
$bio

4 En Raya (c) 1990 IDSA.


Controlled with a 2-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Spanish as '4 In A Row'.


- STAFF -


Luis Gosalbez Carrasco

$end

$info=4in1,
$bio

4 Fun in 1 (c) 1981 Armenia / Food and Fun.


Controlled with an 8-way joystick and one button.


- TRIVIA -


This multi-game system lets you select from four different games; "Galactic Convoy", "Scramble Pt2", "Galaxian Pt5" and "The Ghost Muncher Pt3".

$end

$info=bowler,
$bio

4 Player Bowling Alley (c) 04/1979 Midway.

Game ID : 730


Controlled with a trackball.


- TRIVIA -


One of Midway's myriad bowling games, this was the first that featured the popular 'Flash' variation with its timing-based scoring scheme. To support this, an external display was used to highlight the appropriate section of the score scheme.

$end

$info=4dwarrio,
$bio

4-D Warriors (c) 1985 Coreland / Sega.

Game ID : 834-5918


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Rabinia H, Miyao, Sanpei, T. Iga

$end

$info=40love,
$bio

40-0 - Forty-Love (c) 1984 Taito.

Game ID : A30

$end

$info=600,
$bio

600 (c) 1981 Konami.

Game ID : GX353


Controlled with a 4-way joystick and one button.


- TRIVIA -


This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".


This game runs on the "Scramble" hardware.

$end

$info=64street,64streej,
$bio

64th. Street - A Detective Story (c) 1991 Jaleco.


Two selectable detectives, each with different fighting styles, attempt to solve cases by beating up each criminal they encounter. Lots of special items can be found by throwing enemies into the background and breaking things.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Jaleco Mega System 1-C system hardware.


64th. Street is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom.


- STAFF -


Executive producer : Tokuhiro Takemori

Director : Sigeru Hashimoto

Planning : Y. Hiroyama

Program : Manbou, Sin Fuzihiro

BG Design : Helluder, Reiko Takano, Yamagata Tsubasa, Garadou

Character design : Mamoru Horikoshi, Shigeru Hashimoto

Hyper adviser : Myaa

Sound : Yokoyama, Studio O.K

$end

$info=720,720r3,720r2,720r1,720g,720gr1,
$bio

720° (c) 12/1986 Atari Games.

Game ID : 136047


Skate Or Die!

Controlled with a circular rotating joystick and two buttons, one for 'pushing' (pushing the skate board with a foot for speed) and the other for jumping. The game supported up to two players, alternating play.


- TRIVIA -


This game runs on the Atari System 2 hardware.


720° is notable in that it is the first extreme sports video game. The game's name comes from the 'ultimate' trick, turning a full 720° (two complete circles) in the air after jumping off a ramp.


The cabinet for this game was unique at this time. The speakers for the game are mounted atop the cabinet in a structure resembling a boom box, in line with the game's skate-rat theme. The display is larger than that for a typical arcade game and very high resolution (similar to that used for "Paperboy"). The main control is also unique. This joystick moves in a circular fashion, instead of in compass directions like standard joysticks.


Atari released a limited-edition soundtrack album for this game.


- TIPS AND TRICKS -


* Hint 1 : In the ramp park, a good trick is to constantly push the kick button and do skid-outs at the top of each side of the half-pipe. To do this, get to the lip of the ramp, hold the stick parallel with the lip, and stop pressing kick. This will cause you to grind and skid down the ramp. You will be awarded big points at the lip and at the base of the ramp. This procedure may be repeated over and over for some incredible (effortless) high scores.


* Hint 2 : Don't forget to visit the skate shops. Do not underestimate what a new board and shoes does for you. Buying new equipment allows you to move faster, jump farther, recover faster, and pull off more tricks.


* Hint 3 : In the ramp section, levels 8, 9, and 10 : holding down the kick and jump buttons simultanously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level.


* Hint 4 : The entire game should focus around the Sessions skate park (the blue park in the right quadrant of the playfield). Making multiple passes through this park will greatly increase your scores. Remember to keep jumping and spinning. A good game should leave you feeling completely exhausted!


- STAFF -


Software / Game design : John Salwitz

Playfield / Game design : Dave Ralston

Software : Paul Kwinn

Technical assistance : Rob Rowe

Animation : Sam Comstock, Will Noble, Mark West

Audio : Brad Fuller

Music : Hal Canon, Earl Vickers

Control design : Jack Aknin

Game design : Milt Loper

Hardware support : Gary Stempler

With invaluable support from : Dave Cook, Dennis harper, Rusty Dawe, Jess Melchor


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Nintendo Game Boy Colors (1999)

Sony PlayStation (2000, "Arcade Party Pak")

Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2")

$end

$info=7jigen,
$bio

7jigen no Youseitachi - Mahjong 7 Dimensions (c) 1990 Dynax.


- TRIVIA -


The title of this game translates from Japanese as 'Fairies of the 7 Dimensions'.

$end

$info=800fath,
$bio

800 Fathoms (c) 1981 Amenip.


- TRIVIA -


Licensed to US Billiards for US distribution.


This game is known outside US as "Mariner".


This game runs on the "Scramble" hardware.

$end

$info=9ballsht,9ballsh2,9ballsh3,
$bio

9 Shootout! (c) 1993 E-Scape EnterMedia.


- TRIVIA -


Licensed to Bundra for distribution.

$end

$info=abunai,
$bio

Abunai Houkago - Mou Matenai (c) 03/1989 Green Soft.

$end

$info=ace,
$bio

Ace (c) 1976 Allied Leisure.

$end

$info=aceattac,
$bio

Ace Attacker (c) 1989 Sega.


An overhead volleyball game.


- TRIVIA -


This game runs on the Sega System 16B hardware.

$end

$info=acedrvrw,
$bio

Ace Driver (c) 1994 Namco.


- TRIVIA -


Ace Driver received the highest honors at the 76th Annual IAAPA Show (The deluxe cabinet). Ace Driver received the award for the Best Coin-Operated Game of the show!


Pony Canyon / Wonder Spirits released a limited-edition soundtrack album for this game (Arcade Soundtrack 005 : Ace Driver Series - WSCA-00003) on 19/09/1997.


- SERIES -


1. Ace Driver (1994)

2. Ace Driver - Victory Lap (1996)

$end

$info=victlapw,
$bio

Ace Driver - Victory Lap (c) 1996 Namco.


A racing game from Namco featuring more tracks and cars than the original.


- TRIVIA -


This game runs on a Namco System 22 hardware.


Pony Canyon / Wonder Spirits released a limited-edition soundtrack album for this game (Arcade Soundtrack 005 : Ace Driver Series - WSCA-00003) on 19/09/1997.


- SERIES -


1. Ace Driver (1994)

2. Ace Driver - Victory Lap (1996)

$end

$info=acrobatm,
$bio

Acrobat Mission (c) 1991 UPL.

Game ID : UPL-91073


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito for manufacture and distribution.


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=dogfgt,
$bio

Acrobatic Dog-Fight (c) 1984 Technos.

Game ID : TA-0011


- TRIVIA -


This game is known in Japan as "Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen".


- STAFF -


R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara

$end

$info=actfancr,actfancj,actfanc1,
$bio

Act-Fancer - Cybernetick Hyper Weapon (c) 05/1989 Data East.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- STAFF -


Planner : J. Yamaguchi

Character design : Torba

Graphic design : Jun Sato, Kinya Aoyama, Masahiko Uzita, Dsyche Minagawa, Modeler.K, Yukie Siraiwa

Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken

Soft : Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai

Hard : Hiroyuki Iwabe

$end

$info=afighter,
$bio

Action Fighter (c) 1986 Sega.


Player controls a bike that can be transformed into a sportscar, a buggy a boat or a chopper, by accumulating power-up's.


- TRIVIA -


This game runs on the Sega System 16A hardware.


- PORTS -


* Consoles :

Sega Master System


* Computers :

Commodore Amiga (1988)

Amstrad CPC (1989)

Sinclair ZX Spectrum (1989)

$end

$info=aerofgt,aerofgtb,aerofgtc,
$bio

Aero Fighters (c) 1992 Video System.


Take your pick among 4 countries' ace pilots and take it to the skies to destroy enemy jets, hulking bosses and some strange hidden enemies in this solid overhead shooter! Features solid 2-D graphic and a good level of challenge.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Sonic Wings".


An alternate version of this game runs on the "Turbo Force" hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings - PCCB-00118) on 21/04/1993.


- SERIES -


1. Aero Fighters (1992)

2. Aero Fighters 2 (1994)

3. Aero Fighters 3 (1995)

4. Sonic Wings Limited (1996)


- STAFF -


Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

$end

$info=sonicwi2,
$bio

Aero Fighters 2 (c) 07/1994 Video System.

Game ID : 0075


Take your pick from 8 funny pilots (among these are an old-fashioned cyborg, a dolphin and a baby just to mention a few!), and blast your way through to reach the mysterious final boss (which changes with each play, a nice touch!). Features great 2-D graphics (check out the bosses & the explosions!) and the same tried & true gameplay of the first game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Sonic Wings 2".


This represent the second game in the "Aero Fighters" series and the first one to runs on the SNK Neo-Geo MVS hardware.


The game's storyline changes according to the pilots currently selected, this applies to the endings as well. So try out different pair combinations in order to see some truly wacky endings!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wing 2 - PCCB-00158) on 16/12/1994.


- SERIES -


1. Aero Fighters (1992)

2. Aero Fighters 2 (1994)

3. Aero Fighters 3 (1995)

4. Sonic Wings Limited (1996)


- STAFF -


Plan : Count IKuei

Program : Aiz!, You-Chan

Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko

Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira

Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, Sakon, Masako, Hiki, T. Tateishi


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=sonicwi3,
$bio

Aero Fighters 3 (c) 10/1995 Video System.

Game ID : 0097


Aero Fighters now features an array of 10 selectable pilots to do battle in classic overhead shooting action. Features solid 2-D graphics and a very high challenge level so you won't master this game anytime soon!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Sonic Wings 3".


This represent the latest game in the "Aero Fighters" series to runs on the SNK Neo-Geo MVS hardware.


Malcolm from 1993's "Ta-o Taido" makes an appearance as a pilot. His plane has a special charged shot ability that is unique to him (by holding Fire button).


The strange ship that appears at the end of each level and warps away after the boss is defeated first appeared in "Turbo Force" as a regular enemy during Stage 2.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings 3 - PCCB-00193) on 20/10/1995.


- TIPS AND TRICKS -


* Play As Red Rabbit Kotomi (from "Rabio Lepus") :

1) Insert your coin(s)

2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen :

3) Press Down when the timer reachs 7 and when the nose of the plane points towards you.

4) Press Down when the timer reachs 5 and when the nose of the plane points towards you.

5) Press Down when the timer reachs 2 and when the nose of the plane points towards you.

6) Press Down when the timer reachs 0 and when the nose of the plane points towards you. Red Rabbit Kotomi will appears.


* Play As Diabloom (from "Turbo Force") :

1) Insert your coin(s)

2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen :

3) Press Right.

4) Press Down when the timer reachs 7 and when the nose of the plane points towards you.

5) Press Down when the timer reachs 5 and when the nose of the plane points towards you.

6) Press Down when the timer reachs 2 and when the nose of the plane points towards you.

7) Press Down when the timer reachs 0 and when the nose of the plane points towards you. Diabloom will appears.


- SERIES -


1. Aero Fighters (1992)

2. Aero Fighters 2 (1994)

3. Aero Fighters 3 (1995)

4. Sonic Wings Limited (1996)


- STAFF -


Planner : Count IKuei

Programmers : Aiz!, You-Chan, Sysyou

Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon

Sound : Q, P, Noise


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=aeroboto,
$bio

Aeroboto (c) 09/1984 Jaleco.


The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Williams for manufacture and distribution outside Japan.


This game is known in Japan as "Formation Z".

$end

$info=aburner,
$bio

After Burner (c) 07/1987 Sega.


Blast those enemy air fighters in furious dogfights to restore peace to the skies! This classic arcade hit managed to easily catch everyone's attention due to its blazing fast graphics, ultra cool rock soundtrack and simple yet addictive gameplay. Along with its special cabinet the game was truly an unforgettable experience which is still pretty fun after all these years!


- TRIVIA -


The After Burner series was originally inspired by the 1984 Academy Award winning feature film 'Top Gun'.


Sega released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987.

Scitron released a soundtrack album for this game (After Burner / Sega S.S.T. Band - PCCB-00032) on 06/1990. Composition and arrangement by SEGA S.S.T. Band. The tracks 1 and 3 are arrange versions.


- TIPS AND TRICKS -


* Secret Commands : On the following stages, press the following keys to get the following effects.

During Demo - press Start + Vulcan Cannon + Missile + Foto sensor and stick Right to get a DUKE message.

Stage 1 - press Start + Vulcan Cannon + Missile, to get a messages.

Stage 3 - press Start and speed fast to get 100 Missiles.

Stage 5 - press Start + Vulcan Cannon + Missile, to get a message.

Stage 9 - press Vulcan Cannon + Missile and stick Right to get 100 Missiles.

Stage 11 - press Vulcan Cannon + Missile and stick Left to get 50,000,000 pts.

Stage 13 - press Start + Vulcan Cannon + Missile and stick Left to get a message.

Stage 16 - press Start and stick down to get a message.

Stage 19 - press Start to get a message.

Stage 21 - press Start + Vulcan Cannon + Missile + Foto sensor and stick Up to get 250,000,000 pts.

Stage 23 - press Start + Vulcan Cannon + Missile + Foto sensor to get a message.


- SERIES -


1. After Burner (1987)

2. After Burner II (1987)

3. After Burner III (1992, Sega Mega CD)


- STAFF -


Designed by : Yu Suzuki (YU.)

Music by : Hiroshi Miyauchi (HIR)

(KIM), (BIN), (SAD), (KEY), (Y.N)


- PORTS -


* Consoles :

Sega Master System (1987)

Nintendo Famicom (1989)

Sega 32x (1994)

Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")

FM Towns Marty

Sega Mega CD


* Computers :

Commodore C64 (1988)

Atari ST (1988)

Commodore Amiga (1988)

Amstrad CPC (1988)

Sinclair ZX Spectrum (1989)

Sharp X68000 (1989)

PC [MS-DOS, 3.5'' Disks] (1989)


* Others :

LCD handheld game (1989) released by Tiger Electronics : 18 different levels of play!

$end

$info=aburner2,
$bio

After Burner II (c) 10/1987 Sega.

Game ID : 834-6335-02


Blast those enemy air fighters in furious dogfights to restore peace to the skies! This classic arcade hit managed to easily catch everyone's attention due to its blazing fast graphics, ultra cool rock soundtrack and simple yet addictive gameplay. Along with its special cabinet the game was truly an unforgettable experience which is still pretty fun after all these years!


- TRIVIA -


Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987.

Scitron released a soundtrack album for this game (After Burner / Sega S.S.T. Band - PCCB-00032) on 06/1990. Composition and arrangement by SEGA S.S.T. Band. The tracks 1 and 3 are arrange versions.


An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- UPDATES -


ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed.


- SERIES -


1. After Burner (1987)

2. After Burner II (1987)

3. After Burner III (1992, Sega Mega CD)


- STAFF -


Designed by : Yu Suzuki (YU.)

Music by : Hiroshi Miyauchi (HIR)

(KIM), (BIN), (SAD), (KEY), (Y.N)


- PORTS -


* Consoles :

Nintendo Famicom (1989)

NEC PC Engine (1990)

Sega Mega Drive (1990)

Sega Saturn (1996)

Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")

Sega Dreamcast (2001, "Shenmue II")

Microsoft XBOX ("Shenmue II")


* Computers :

Commodore C64 (1989)

Sharp X68000 (1989)

Commodore Amiga (1989)


* Others :

Mobile phones (2003)

$end

$info=aodk,
$bio

Aggressors of Dark Kombat (c) 07/1994 SNK / ADK.

Game ID : 0074


One-on-one fighter and beat-'em-up style characteristics at the same time. Featuring the ability to grab objects to throw at opponents. Eight selectable characters.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tsuukai GANGAN Koushinkyoku" (translates from Japanese as 'Thrilling Intense March'). 'GANGAN' is also Japanese onomatopoiea for the sound of a large bell or a scolding voice.


This game runs on the SNK Neo-Geo MVS hardware.


(A)ggressors of (D)ark (K)ombat = ADK, the creators of this game. The title is also a kind of pun on "Mortal Kombat".


Fuuma of the "World Heroes" series appears as a selectable character in this game.


- STAFF -


Executive producer : Kazuo Arai

Producer, action plan, Game Director : Tsutomu Maruyama

Director, game plan : Takashi Hatono

Second director, algolism plan : Kenji Sawatari

Marketing research : Yukio Gotoh

System plan : Tsutomu Maruyama

System programmers : Eiji Fukatsu, Makio Chiba

Programmers : H. Kamoda, Teruaki Shirasawa, M. Ando, S. Kubota

Editor : M. Ishida

Sound direction : Tsutomu Maruyama

Sound & Music : H. Yamamoto, Hiroaki Shimizu, H. Kujirai, K. Kasuga, T. Muramatu, Y. Kurosawa

Art director : Tsutomu Maruyama

Graphic designers : K. Hakamata, H. Toda, K. Yokoo, M. Shiraishi, H. Yamada, H. Suzuki, H. Ohzono, T. Okamura, A. Kobayashi, M. Yoshikoshi, M. Mitsuya, Y. Nishidate, R. Nakajima, Y. Sohara, K. Sakanishi, H. Kusano, M. Ohno, T. Egashira, Shinji Moriyama, S. Ito, M. Sato, K. Ohashi, K. Ohnishi, T. Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara

Demo character design : K. Fujita

Public information : K. Fujita, H. Taguchi

Character voices : N. Ogata, Y. Fujio, K. Katsura, Y. Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il

Schedule manager : K. Sakanishi


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=agress,
$bio

Agress (c) 1991 Palco.

$end

$info=koshien,
$bio

Ah Eikou no Koshien (c) 04/1991 Taito.

Game ID : C81 (F2-System No. 14)


- TRIVIA -


The title of this game translates from Japanese as 'Oh Glorious Koshien'. 'Koshien' is a famous Japanese high school baseball tournament.


This game runs on the Taito F2 hardware.

$end

$info=airbustr,airbustj,
$bio

Air Buster - Trouble Specialty (c) 01/1990 Kaneko.


- TRIVIA -


Licensed to Namco.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Air Buster - PCCB-00025) on 21/04/1990.


- STAFF -


Software : S. Igarashi (To-y), H. Takeuchi (Tiny-Tomo)

Graphics : K. Matsuoka, N. Obana, T. Konakawa

Hardware : H. Mikami, H. Nagayoshi

Music composed by : Tatsuya Watanabe

Sound operate : S. Aizu

Test game : F. Komori, K. Niihara, T. Okamoto

Total coordinate : S. Igarashi (To-y)

General producer : Hiroshi Kaneko


- PORTS -


* Consoles :

Nec PC Engine (1990, "Aero Blasters")

Sega Mega Drive (1991)

$end

$info=aircombu,aircombj,
$bio

Air Combat (c) 1992 Namco.


A cockpit flying game from Namco that tries to simulate an F-16 like aircraft. The game mainly involves dog fighting and has three levels of play; Cadet, Captain and Ace.

Controlled with a throttle lever and 8-way joystick with two buttons.


- TRIVIA -


This game runs on a Namco System 21 hardware.


Note : You never die in this game! Instead you eject from the aircraft giving you a non-violent ending.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.


- SERIES -


1. Air Combat (1992)

2. Air Combat 22 (1995)

3. Ace Combat (1996, Sony PlayStation)

4. Ace Combat 2 (1997, Sony PlayStation)

5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation)

6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2)

7. Ace Combat 5 (Sony PlayStation 2)


- STAFF -


Music composition by : Hiroyuki Kawada


- PORTS -


* Consoles :

Sony PlayStation (1995)

$end

$info=airco22b,
$bio

Air Combat 22 (c) 1995 Namco.


The sequel to "Air Combat" featuring better graphics.

Controlled with a throttle lever and analogue joystick with trigger and thumb buttons.


- TRIVIA -


This game was named Air Combat '22' because it ran on Namco's Super System '22' hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.18 - VICL-15040) on 25/05/1995.


- SERIES -


1. Air Combat (1992)

2. Air Combat 22 (1995)

3. Ace Combat (1996, Sony PlayStation)

4. Ace Combat 2 (1997, Sony PlayStation)

5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation)

6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2)

7. Ace Combat 5 (Sony PlayStation 2)


- STAFF -


Music & Sound by : Kazuhiro Nakamura, Hiroyuki Kawada, Keiichi Okabe

$end

$info=airduel,
$bio

Air Duel (c) 06/1990 Irem.


- TRIVIA -


This game runs on the Irem M-72 system hardware


Severals musics from this game was recycled for others games from the same musicians :

The mission 1 music was recycled and remixed in "Gun Force II" (Stage 2 part 1).

The mission 2 music contains a synth solo (after 32 seconds) wich was performed with a sax in "Metal Slug 2 - Super Vehicle-001/II" (mission 3).

The mission 3 music was recycled and remixed with electric guitar in "Metal Slug 3" (mission 1, underwather way).

The mission 3 music was also recycled and remixed in "Gun Force II" (Stage 2 part 2).

The mission 4 music was recycled and remixed in "Gun Force II" (stage 1).


- SERIES -


1. Air Duel (1990)

2. Air Assault (1993)

$end

$info=ainferno,
$bio

Air Inferno (c) 1990 Taito.


- TRIVIA -


This game runs on the Taito Air System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.


- STAFF -


Chief : Toshiaki Tsukano

Game design : Tsukasa Fujita

$end

$info=airraid,
$bio

Air Raid (c) 1987 Seibu Kaihatsu.


- TRIVIA -


Air Raid is the predecessor to "Raiden".

$end

$info=arescue,
$bio

Air Rescue (c) 1992 Sega.


- TRIVIA -


This game run on the Sega System 32 hardware.

$end

$info=agallet,
$bio

Airgallet (c) 1996 Banpresto / Gazelle.

Game ID : BP962A


- TRIVIA -


This game was developed by Gazelle, one of the offshoots of shooter greats Toaplan (along with Cave and Eighting/Raizing).


- STAFF -


Executive producer : Johan Satoh

Total coordinator : Toshifumi Kawashima

Producer : Hiroyuki Fujimoto

Director : Tatsuya Uemura

Programmer : Mizuiro Honey

Graphic designers : Mikio Yamaguchi, Junya Inoue, Kaneyo Oohira

Music composer : Yoshitatsu Sakai (Yoshitaz)

$end

$info=airwolf,
$bio

Airwolf (c) 1987 Kyugo.


- TRIVIA -


A bootleg of this game is known as "Sky Wolf".


The game is based on the popular US TV series 'Air Wolf' (Universal City Studios, 1984).


- STAFF -


Yoshikikun, Kankurou, Chapy Hara, Yahichi, Sukesan

$end

$info=ajax,ajaxj,
$bio

Ajax (c) 12/1987 Konami.

Game ID : GX770


Take control of a powerful helicopter and blast enemy strongholds in this superb shooter from the good folks at Konami. Ajax features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shooter enthusiast!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is also known as "Typhoon".


This game runs on the "Chequered Flag" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.


- UPDATES -


The stage order is different between Ajax and Typhoon.


- STAFF -


Producer : K. Hiroshita

Director : S. Okamoto

Programmer : S. Fujiwara, Gen. S

2D design : N. Sugita

3D design : N. Ishii

Tittle : Dr. Hide

Character : K. Nakamura

Sound : Y. Uno, Motoaki Furukawa

Hardware : H. Ueno, K. Ban


- PORTS -


* Computers :


Sharp X68000 (1989)

$end

$info=akkanvdr,
$bio

Akkanvader (c) 06/1995 Taito.

Game ID : E06


- TRIVIA -


The title of this game translates from Japanese as 'Rogue-vader'.


This game is known outside Japan as "Space Invaders '95 - The Attack of Lunar Loonies".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Akkanvader (1995)


- STAFF -


Planner : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai

Character Designer : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto N?to, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock

Software Engineer : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo

Sound Director : Kazuko Umino (Karu)

Decoration Designer : Kumi Mizobe

Hardware Engineer : Takeshi Kinugasa

$end

$info=hcastlej,hcastljo,
$bio

Akumajou Dracula (c) 02/1988 Konami.

Game ID : GX768


Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Demon Castle Dracula'.


This game is known in US as "Haunted Castle".


This game runs on the "Contra" hardware.


Akumajou Dracula IS part of the "CastleVania" games series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.


- UPDATES -


Version P : the damage is less effective.

$end

$info=alcon,
$bio

Alcon (c) 12/1986 Toaplan.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito for manufacture and distribution.


This game is known outside US as "Slap Fight".


'ALCON' stands for 'Allied League of Cosmic Nations'.


While the basic hardware for Alcon and "Tiger-Heli" is the same, the edge connector is different, with Alcon being JAMMA.


- TIPS AND TRICKS -


* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the level, remain idle and do not kill anything. Allow your player be destroyed and when you resume, you will have all power-ups and weapons.


- STAFF -


Sound composer : Masahiro Yuge

$end

$info=alexkidd,alexkida,
$bio

Alex Kidd With Stella - The Lost Stars (c) 1986 Sega.


- TRIVIA -


This game runs on the Sega System 16A hardware.


SME / Scitron released a limited edition soundtrack album for this game (Sega Arcade 80's Vol.1 - SCDC-00245) on 19/02/2003.


- SERIES -


1. Alex Kidd With Stella - The Lost Stars (1986)

2. Alex Kidd In Miracle World (1986, Sega Master System)

3. Alex Kidd In High-Tech World (1989, Sega Master System)

4. Alex Kidd In Enchanted Castle (1989, Sega Mega Drive)

5. Alex Kidd In Shinobi World (1990, Sega Master System)


- STAFF -


Sound composer : Hiroshi Kawaguchi (Hiro)


- PORTS -


* Consoles :

Sega Master System (1988)

$end

$info=welltris,
$bio

Alexey Pajitnov's Welltris (c) 1991 Video System.


- TRIVIA -


This arcade game is a port from an original computer game released in 1989 on the Atari ST.

$end

$info=alibaba,
$bio

Ali Baba and 40 Thieves (c) 1982 Sega.


- TRIVIA -


'Ali baba' in Arabic also literally means 'Thief'.


- PORTS -


* Computers :

MSX (1984)

$end

$info=alien3,
$bio

Alien 3 - The Gun (c) 1993 Sega.


Controlled with a machine-gun with recoil and two buttons.


- TRIVIA -


This game runs on the Sega System 32 hardware.


This game is based on the 1992 movie 'Alien 3'.

$end

$info=acommand,
$bio

Alien Command (c) 1990 Jaleco.

$end

$info=alieninv,
$bio

Alien Invasion Part II (c) 1978.


- TRIVIA -


This game is a bootleg of "Space Invaders".


- UPDATES -


AI PII has some differences :

* Added a storyline during the demo mode.

* Green blocks design is different.

$end

$info=astorm,astorm2p,astormbl,
$bio

Alien Storm (c) 1990 Sega.


Three selectable futuristic warriors team up to rid the Earth of the disgusting aliens, some of which masquerade as trash cans and mailboxes. There are also first-person shooting levels in between the fighting.


- TRIVIA -


This game runs on the Sega System 18 hardware.


Gilius, the dwarf from "Golden Axe", appears as a judge in the final voting. The player characters from "Golden Axe" appear in the TVs of the first-person shooting levels.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.


- STAFF -


Designed by : Team Shinobi Ver.4


- PORTS -


* Consoles :

Sega Master System (1991)

Sega Mega Drive (1991)

Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")


* Computers :

Sinclair ZX Spectrum (1991)

Commodore C64 (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

$end

$info=aliensyn,aliensyj,aliensya,aliensyb,
$bio

Alien Syndrome (c) 01/1987 Sega.


The earth command faces a grave crisis. Hideous alien life forms have taken control of Earth's space station and hold its inhabitants hostage. Only two brave space troopers step forward to face the challenge. Ricky & Mary must save the hostages and destroy the alien menace once and for all. Features good graphics & sound as well as simple yet fast gameplay with plenty of weapons to find!

Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the Sega System 16B hardware.


Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.


- TIPS AND TRICKS -


* Hint : Shoot and grab everything as quickly as possible. If you manage to finish a level before the timer reaches 100, you get a 60K bonus.


- STAFF -


Music by : Tohru Nakabayashi


- PORTS -


* Consoles :

Sega Master System (1987)

Nintendo Famicom (1988)

Sega Game Gear (1992)


* Computers :

Amstrad CPC (1987)

Commodore Amiga (1987)

Atari ST (1987)

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Sharp X68000 (1992)

PC [MS-DOS, 5.25'']

$end

$info=avsp,avspa,avspj,avspu,
$bio

Alien vs. Predator (c) 05/1994 Capcom.

Game ID : CP-S II No. 04


Two Space Marines and two Predators go after hordes of H.R. Giger's most fearsome creations! Each character has special projectile weapons in addition to the standard super moves.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Based on the comic book series of the same name.


This game runs on the Capcom Play System II hardware (CPS II).


- STAFF -


Planner : Kame, Garuda Tetsu, Wda T

Programmer : Cham Cho Choy, Arikichi Kiyoko, Pon, Hard.Yas, Shinchan

Character designer : Hayashi, Yus, Shisui, Vlad T, Ban, Kawatori, Shige, Jun 26

Artist : Iwai, Hiroki Ohnishi (Ohnishi.H), Konishi.H, Norisaki Chie, Fukunoyan, Kisa, Angus

Music composer : Hideki Okugawa (Hideki Ok)

Sound designer : Toshio Kajino

Capcom USA support : David Winstead, Alex Jimerez

$end

$info=aliens,aliens2,aliensj,aliensu,
$bio

Aliens (c) 03/1990 Konami.

Game ID : GX875


Picks up in the film with Lt. Ripley and Cpl. Hicks attempting to leave the alien-infested colony by shooting their way out.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the "Super Contra" hardware.


- UPDATES -


The Japanese version of Aliens is very unlike any other version to appear in other countries.


* Deletions :

Most obviously, both APC driving levels have been entirely deleted.

As such, the subplot of rescuing Newt is gone.

Therefore, Newt never appears in stage 1.

When you take on the 'Shrinky-Dink Alien Quartet', the first one fully enlarged hops off-screen, leaving you to only battle the other three.

Many of the aliens, zombies and mid-bosses can be killed with fewer shots.


* Additions :

Two new kinds of minor enemy appear in the game :

a. An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5.

b. The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7.

Titles have been given to each level.

Special weapons and bombs appear much more frequently in the game.

It is now possible to attain 1-ups in the game.

In addition to the other enemies in this section, ground-popping aliens now appear earlier, in stage 3.

In addition to the other enemies, flying aliens now appear during the first power loader segment, in stage 3.

Flying aliens are much more frequent throughout the outdoor portion of stage 5 and 7.

Extra exploding barrels appear thoughout the game.


* Other changes :

Adult Aliens are now purple instead of maroon, face-huggers are now flesh-toned instead of green, ect.

Many of the adult aliens in the elevator sequence of stage 3 have been removed.

They have been replaced with flying aliens that do not damage the cables.

This make this sequence much easier.

The beams from the 3-way gun have changed color from purple to orange.

During the final battle, the queen does not breathe fire/acid at you.

Instead, after flashing white, she send out multiple images of herself as a projectile!

The queen charges at you constantly even if you are in the power loader.

This make the final battle much more difficult.


- STAFF -


Game programmers : S. Okamoto, K. Ozaki, Hirotaka.I.1

Character designers : Kengo N., Nishiyan

Graphic designers : M. Yoshida, Kaoru. N

Music composer : Adachi

Sound effect : Oouchi

Hardware designer : H. Matsuura

Special guest : Akira. S, Iuchi 2, Chokki, Takano, Samejima

Director : S. Okamoto

Management : Hiroshita

$end

$info=aafb,aafbb,aafbc,aafbd2p,
$bio

All American Football (c) 1989 Leland.


Controlled with an 8-way joystick, an analogue joystick with spring return and one button.


- SERIES -


1. Quarterback (1987)

2. John Elway's Team Quarterback (1988)

3. All American Football (1989)


- STAFF -


Direction : John Rowe, Medo Moreno, Dan Viescas, Dave Dodd

Software : Bob Skinner, Phil Sorger

Graphics : Kevin Lydy

Sounds : Michelle Simon

Music : Sam Powell

Hardware : Eric Henderson

$end

$info=alleymas,
$bio

Alley Master (c) 05/1986 Cinematronics.

$end

$info=aligator,aligatun,
$bio

Alligator Hunt (c) 1994 Gaelco.

Game ID : 940411


Strange reptilian-looking aliens are invading earth and is up to the most brave and skilled soldiers (apparently a duo of skateboarding youths!) to stop the invasion and destroy the enemy base. Features nice graphics and great shooter gameplay which is quite similar to "Cabal" & "Blood Bros."

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Gaelco GAE1 hardware.


- STAFF -


Management : Luis Jonama

Programming : Alexander Ekjanov, Diego Campos

Animations : Xavi Fradera, Toni Rodriguez, Javi Arrebola

Scenario : Esteve Polls, Tony Yeste

Special effects : Xavi Fradera, Tony Yeste

Video effects : Javi Arrebola, Xavi Fradera

Music : Joan Samarti

Sound effects : Josep Quingles, Diego Campos

Hardware designers : Javier Valero, Jordi Vilella

Hardware technicians : Xavier Nicolau, Joan Quingles, Joan Arcos, Belen Moral, Rosa Maria Ibanez

Production : Angel Porras

Maintenance : Ana, Mari Angeles, Oscar

Collaborations : Enric Vives, Joan Parra

$end

$info=alphaho,
$bio

Alpha Fighter / Head On (c) 19?? Data East.


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=alpham2,
$bio

Alpha Mission II (c) 03/1991 SNK.

Game ID : 0007


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "ASO II - Last Guardian".


This game runs on the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (ASO II - PCCB-00062) on 21/05/1991.


- SERIES -


1. ASO - Armored Scrum Object (1985)

2. Alpha Mission II (1991)


- STAFF -


Producer : Eikichi Kawasaki

Planner : Kohyan

Sub planner : Shiba

Programmers : Data-Tada, Muge-San, Magi2, Shochan, Nishido~N

Designers : Toyochan, Maeda, Miki, Y. Kawase, Higa, Keisen. Y, T. Masami, Mano

Sound : Jojoha Kitapi, Konny, Tarkun


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=alphaone,alphaona,
$bio

Alpha One (c) 1983 Atari.


- TRIVIA -


This was the second prototype of "Major Havoc", the first was called "Tollian's Web".


- UPDATES -


Differences with the final game :

* There is no music in Alpha One.

* The story of the Vaxxian is much different. Notice the Catastro-fighter has a different name, as does the vaxxian home planet.

* There isn't any enemy scoring on the 'story' screen.

* Many of the sounds are different. These include the player firing sound and the enemy explosions. The sound of Rex 'frying' is missing.

* Some graphics are different, such as the Space station explosions.

* Many other small differences and the overall unfinished feel of the game.


- TIPS AND TRICKS -


* Warp Codes : It's possible to warp to higher levels in Alpha One from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the 'mini-Breakout' game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :

Red code - 23, 250,000 pts, Level 4.

Yellow code - 46, 600,000 pts, Level 8.

Green code - 51, 700,000 pts, Level 9.


Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the green warp code.


- STAFF -


Designed and programmed by : Owen Rubin

$end

$info=alphaxz,
$bio

The Alphax Z (c) 1986 ED.


- TRIVIA -


Licensed to Wood Place for Japanese distribution.


This game is also known as "Mission 660".

$end

$info=alpinerd,alpinerc,
$bio

Alpine Racer (c) 1995 Namco.


Ski racing game (downhill and gate) with three courses and two play modes - Race and Time Attack. The player stands on a sophisticated set of ski-like foot stands while holding onto two bars for stability to play.


- TRIVIA -


This game runs on a Namco Super System 22 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.25 - VICL-15049) on 22/11/1995.


- TIPS AND TRICKS -


* Secret Character : When the 'press any button' screen comes up, hold down the two outside buttons and press the middle button repeatedly. You will hear a sound if done correctly and unlock the secret character 'Penguin'.


- SERIES -

1. Alpine Racer (1995)

2. Alpine Racer 2 (1996)

3. Alpine Racer 3 (2002)


- STAFF -


Music & Sound composer : Takayuki Ishikawa

$end

$info=alpine,alpinea,
$bio

Alpine Ski (c) 04/1982 Taito.

Game ID : RH


Controlled with a 2-way joystick and one button.


- TRIVIA -


This game runs on the Taito SJ System hardware.


- TIPS AND TRICKS -


* Here's A Way To Get Ridiculously High Scores In Alpine Ski : Go thru the downhill section with the points flags very slowly and avoid collecting positive points :

1) There's some point in the course (should be easy to find) where there's a negative points flag near trees that can be crashed into. This trick is best done here.

2) Collect negative points to roll your score back under zero. You will be granted massive time on the massive points you have. Unfortunately, time will be taken off at an incredible rate.

3) Run over the negative points flag as necessary to get rid of the points you win just by moving forward and crashing into the nearby trees.

4) Repeat Step 4 until you've run out of time. You now have a completely unbeatable high-score which (if it were 1981) people would beg you to tell them how you did it.

WARNING : ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME WILL END IMMEDIATELY!!!

$end

$info=altbeast,altbeas2,altb8571,
$bio

Altered Beast (c) 08/1988 Sega.


Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans!

Controlled with an 8-way joystick and three buttons, one each for punch, kick and jump. The game has single player and cooperative two-player modes.


- TRIVIA -


This game is known in Japan as "Juuohki".


This game runs on the Sega System 16B hardware.


Altered Beast was moderately successful, the player's ability to transform into different creatures being a big draw.


Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game (Alex and Stella stones).


The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game on (G.S.M. SEGA 1 - D28B0002) 07/07/1988.


An Altered Beast unit appears in 1998 movie 'The Replacement Killers'.


The American release of the Sega Genesis (Mega Drive) in 1989 all came bundled with a port of this game, making it the first American Genesis game.


- STAFF -


Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Uch., Hkr., Has., Hag.


- PORTS -


* Consoles :

Sega Master System (1988)

Sega Mega Drive (1988)

NEC PC Engine (1988)

NEC PC Engine CD (1989)

Nintendo Famicom (1990)

Sega Dreamcast (2001, "Sega Smash Pack")

Sega Game Gear


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

PC [MS-DOS, 5.25''] (1990)

PC [CD-ROM, Windows] (1998, "Sega Smash Pack")


* Others :

LCD handheld game (19??) released by Tiger Electronics.

$end

$info=mrflea,
$bio

The Amazing Adventures of Mr. F. Lea (c) 02/1982 Pacific Novelty.


- TRIVIA -


This game contains some great elements from other games like "Donkey Kong", "Frogger" and "Jungle King".


The release of this game was dedicated to Doris and Addy.


- STAFF -


Game written by : Philip Lieberman,  Craig Edwards

Music by : Francisco Pflaum

Graphics by : Dan Posnick, Craig Edwards

$end

$info=maze,
$bio

Amazing Maze (c) 10/1976 Midway.

Game ID : 611


Each player (up to two people may play at a time, two player mode is more fun), controls a little geometric shape. Each player starts at opposite sides of the maze. The object is to get to the point where the other player started, before they get to where you started. You use a 4-Way joystick to guide your 'character' through the maze. The game is time based, and you score a point for each maze you beat faster than your opponent (or the computer player if you are going solo). The factory setting is for a 90 second game, but this is operator adjustable. The graphics are done in monochrome white on black. With no detail on anything. The maze walls are only a pixel thick, while the characters themselves (simple shapes), are not much bigger. The mazes are not stylized in anyway. They look exactly like the kind of maze you would do with a paper and pen.


- TRIVIA -


This is one of the first maze games ever produced, and far more complex than you may be used to. This is no "Ms. Pac-Man". The mazes in this game are as complex as ones you might find in those little maze books you may have had as a child, none of that multiple path, wishy washy stuff like "Pac-Man" or "Lady Bug". These mazes have only one correct pathway through them.


This game was released in an upright dedicated cabinet. The cabinet is white and tan with sideart covering the entire machine. Like many other early titles, there was no marquee at all. The name was merely on the monitor bezel (on the top in this case). The name confusion about this game comes from the fact that the monitor bezel says 'Amazing Maze', while the sideart says 'Maze' and the game itself says 'The Amazing Maze Game' on the title screen. The marquee, or monitor bezel title is generally considered to be the definitive one in the case where a game has conflicting titles like that. This game used a 23'' monochrome open frame monitor, and was wired for compatibility with other Midway games from that era (they call that the 8080 conversion class). The only thing is that most of the 8080 based games from that era used wildly different controls, so you could plug the game board into another cabinet, but you could rarely play because the controls would be wrong. The control panel was simple, and featured a 4-Way joystick for each player. But, player 1 had to use his left hand for the stick (like most games), but player 2 had to use their right hand, due to the control panel layout.


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=ambush,ambusht,
$bio

Ambush (c) 1983 Nippon Amuse.


- TRIVIA -


Also licensed to Tecfri for manufacture and distribution.

$end

$info=anteatg,
$bio

Ameisenbaer (c) 1983 TV-Tuning 2000.


- TRIVIA -


Licensed to F.E.G.


Known outside Germany as "Anteater".


This game runs on the "Scramble" hardware.


- STAFF -


Designed and programmed by : Chris Oberth


- PORTS -


* Consoles :

Atari 2600 (1983, "Anteater")

$end

$info=horshoes,
$bio

American Horseshoes (c) 07/1990 Taito.

Game ID : C47


- TRIVIA -


This game runs on the Taito L System hardware.

$end

$info=amspdwy,amspdwya,
$bio

American Speedway (c) 07/1987 Enerdyne Technologies.

$end

$info=amerdart,
$bio

AmeriDarts (c) 1989 Ameri.

$end

$info=amidar,amidaru,amidars,amidaro,
$bio

Amidar (c) 10/1981 Konami.

Game ID : GX337


At first you control a gorilla in a maze pursued by wild warriors! The gorilla wants to colour-in the maze and the warriors want to kill you. It's up to you to keep the gorilla ahead of the patrolling pack while you guide him on his colouring spree throughout the maze. If you're successful, suddenly you become a paint roller pursued by patrolling pigs and it's another fast and furious chase all over again!

Controlled with a 4-way joystick and one button.


- TRIVIA -


Licensed to Stern for distribution in the US (04/1982) and to Olympia.


A bootleg of this game is known as "Amigo".


Re-released by Konami on the "Scramble" hardware in 1982.


- UPDATES -


The "Scramble" hardware version has different character's names.


- PORTS -


* Consoles :

Atari 2600


* Computers :

Atari ST (1983)

$end

$info=amigo,
$bio

Amigo (c) 1982.


- TRIVIA -


This game is an Italian bootleg of "Amidar".


- UPDATES -


In this bootleg, the copyright messages were removed (only '1982' appears). During the demo, the original teaching messages were removed.

$end

$info=androdun,
$bio

Andro Dunos (c) 06/1992 Visco.

Game ID : 0049


A horizontal shooter with different weapon settings that you can switch between.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Andro Dunos is Visco's first game developed and released for the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Tetsuo Akiyama

Director : Don Gabacho

Assistant director : Keisuke Usami

Programmers : R. Mutoh, Danna, City

Character designers : Yuji Masuda, Tel.Y, Yasushi

$end

$info=andromed,
$bio

Andromeda (c) 1979 Irem.


Exciting Space Game! Mysterious Enemies Attack The Earth! Players's Beam-Cannon can be moved from side to side by the lever. Beams to destroy 'ANDROMEDA-SHIPS' are fired by pressing the button. When all 'ANDRO-SHIPS' are destroyed, a new screen image of all ships will appear again. Bonus points shown at the bottom of the screen will be added to player's total points, as player resumes the game.

$end

$info=angelkds,
$bio

Angel Kids (c) 1988 Sega.

Game ID : 833-6599


- TRIVIA -


Produced by Exa Planning.


- STAFF -


From highscore table : (INOUE), (HAMADA), Hiroshi Ohta (OHTA), (II3UKA), (SATOH), Tomoko Sugoh (SUGOH), (TAKASUGI), (HIRANO)

$end

$info=anteater,
$bio

Anteater (c) 1982 Stern Electronics.


- TRIVIA -


Licensed to Tago Electronics.


Known in Germany as "Ameisenbaer".


This game runs on the "Scramble" hardware.


- STAFF -


Designed and programmed by : Chris Oberth


- PORTS -


* Consoles :

Atari 2600 (1983)

$end

$info=apache3,
$bio

Apache 3 (c) 1988 Tatsumi.

$end

$info=apb,apb6,apb5,apb4,apb3,apb2,apb1,apbg,apbf,
$bio

APB - All Points Bulletin (c) 1987 Atari Games.

Game ID : 136051


Playing 'cops and robbers' has never been this fun before! The player is given a view of Officer Bob's patrol car. The player controls the car with standard driving pedals and a steering wheel. The object of the game is to meet (or exceed) the daily quota of busting various types of law-breakers. Along the way, the player must refuel the patrol car (by driving through filling stations) and beat the time limit for the day. The player gets 'demerits' for accidental collisions and running over pedestrians and bonuses for a 'perfect day' and each arrest over the quota. Picking up donuts extends the time limit for a day.

Controlled with a steering wheel, an accelerator pedal and two buttons.


- TRIVIA -


This game runs on the Atari System 2 hardware. The cabinet looks like a police patrol car and the top marquee is a red/blue light bar that flashes when you push the siren button. A simple platform seat can be attached to the cabinet to make a sit-down type game.


APB was Dave Theurer's last game at Atari Games. He went on to work on the 'DeBabelizer' for Macromedia with other Atari alumni. Other games by Dave include "Missile Command", "Tempest" and "I, Robot".


- TIPS AND TRICKS -


* Warp : When you start a new game, you may press the Siren button and start to get a level 1-8 warp, or press Gun+Siren and start to get a level 1-16 warp.


* 15 different criminals :

Day 03, FREDDY FREAK, Small town USA bar (1000 dollars)

Day 05, CANDY GOODBODY, Dead man Corner bar (2000 dollars)

Day 07, BERNIE GASMAN, Highway 20 Forest Bar (3000 dollars)

Day 09, PHILLIP FUSE, Highway 30 overpass (4000 dollars)

Day 11, COOL HAND DUKE, Highway 00 in drinkerstown (5000 dollars)

Day 13, BUZZ GEIGER, Highway 40 past GasnGrub (6000 dollars)

Day 15, JOE KORNCOB, Highway 44 near GasnGrub (7000 dollars)

Day 17, LUIGI DE MUCCIO, Highway 50 at Milk Toast (8000 dollars)

Day 19, DICK SLOB, Highway 70 near aquaduct (9000 dollars)

Day 21, IGGY DINGDONG, Highway 70 (10000 dollars)

Day 23, JUAN FINGERS, Highway 70 Alpine Flats (11000 dollars)

Day 25, HANS OOP, Highway 99 Cactus Falls (12000 dollars)

Day 27, FAKE FRANK, Highway 10 Police Station (13000 dollars)

Day 29, SID SNIPER, Highway 70 overpass (14000 dollars)

Day 31, BILLY BOB JACK, Highway 50 near bar (15000 dollars)


* High scores scrolling : Right on the joystick to scroll down and Left to scroll up.


- STAFF -


Staff : Dave Theurer (DFT), Mike Hally (MLH), (AJM), Mark West (MLW), Brad Fuller (BAF), Hal Canon (HLC), Earl Vickers (EAR), (RBD)


- PORTS -


* Consoles :

Atari Lynx (1990)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Commodore C64 (1989)

Sinclair ZX Spectrum (1989)

Atari ST (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

$end

$info=aponow,
$bio

Apocaljpse Now (c) 1982.


- TRIVIA -


This bootleg of "Rescue" was named 'Apocaljpse Now' in homage to the 1979 movie "Apocalypse Now". The J is not a typo :-)

$end

$info=apparel,
$bio

Apparel Night (c) 09/1986 Central Denshi.


A mahjong game with girls!

Controlled with a mahjong control panel.

$end

$info=appoooh,
$bio

Appoooh - The Pro-Wrestling Game (c) 1984 Sega.


- TRIVIA -


This game was released only in Japan.


Each in-game wrestler is a parody from a real-life wrestler :

* G.Babu -  'Giant Baba' (Shohei Baba)

* H.Hogen - 'Hulk Hogan' (Terry Bollea)

* A.Inoke - 'Antonio Inoki' (Kanji Inoki)

* S.Hanson - 'Stan Hansen' (John Stanley Hansen)

* Tigerman - 'Tiger Mask' (Satoru Sayama)

* A.Giants - 'Andre the Giant' (André Roussimoff)

* U.Uma - Ueda Umanosuke

* A.Buchie - 'Abdullah the Butcher' (Larry Shreeve)

$end

$info=aquajack,aquajckj,
$bio

Aqua Jack (c) 1990 Taito.

Game ID : B77


- TRIVIA -


This game runs on the Taito Z System hardware.


- STAFF -


Directer : Yoshinori Kobayasi

Orginal planner : Toshio Kohno

Game designers : Toshio Kohno, Masami Kikuchi

Game programmers : Yoshinori Kobayasi, Youichi Oki, Yasutaka Minami, Horihan Tak Bar

Character designers : Masami Kikuchi, Taira Sanuki, Yukiwo Ishikawa, Kohzoh Igarashi, Seiji Kawakami, Hisakazu Katou, Santa Claus Co., Visual Arts Production

Mechanical engineers : Tomio Suzuki, Hisayuki Yamaguchi, Masaharu Hori, Takaaki Deguchi

Hardware designers : Masahiro Yaaguchi, Tsukasa Nakamura, Satoru Shimomura, Yuuichi Yamato, Kauaki Sasaki

Cabinet and art designer : Atsushi Iwaoka

Sound composer : Shizuo Aizawa (Splatter A)

$end

$info=aquarush,
$bio

Aqua Rush (c) 1999 Namco.


A puzzle game set against aquatic backdrops.


- TRIVIA -


This game runs on a Namco System 12 hardware.


- STAFF -


Director : Eiji Yoshida

Programmer : Yasumichi Donishi

Visual director : Taro Okamoto

Sea creatures designer : Kanako Iwasaki

Stage designer : Hiroko Noguchi

Effect designer : Fuminori Isuchiya

Title logo & graphic designer : Syunichi Yoshida

BGM composer : Akitaka Tohyama

BGM compose help : Yoshihito Yano

BGM & SE composer : Satoru Kosaki

Game tuning : Yasuki Nakabayashi

Debug & Assist : Masanao Kukoda, Makoto Kiyokawa, Takashi Kohara, Takeharu Konodu

Supervisors : Katsuo Nakamura, Hajime Nakatani

Producer : Toshio Natsui

$end

$info=aquarium,
$bio

Aquarium (c) 1996 Excellent System.

$end

$info=arabian,arabiana,
$bio

Arabian (c) 1983 Sun Electronics.

Game ID : TVG13


Collect jugs to spell ARABIAN.

Controlled with an 8-way joystick and one button.


- TRIVIA -


Also licensed to Atari (Game ID : 136019). Approximately 1,950 units were produced by Atari.


This game runs on the "Kangaroo" hardware.


- PORTS -


* Computers :

Commodore C64 (1984, "Tales of the Arabian Nights")

Amstrad CPC (1985)

$end

$info=arabfgt,
$bio

Arabian Fight (c) 02/1992 Sega.


Four selectable warriors battle hordes of soldiers and mythical beings. Plenty of sprite-scaling action from foreground to background.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=arabianm,arabiamj,arabiamu,
$bio

Arabian Magic (c) 07/1992 Taito.

Game ID : D29


Four selectable warriors armed with their favorite weapons attempt to thwart the plans of the evil wizard. Each defeated boss becomes a magic spell for the players to use.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Taito F3 System hardware.


- STAFF -


Producers : Yukio Abe, Kazutomo Ishida

Director : Yukio Abe

Software : Kazutomo Ishida, Kusago Nagahara, K. Usahi, Zippy Aoki, Masashi Tsuzura

Music & Sound (Zuntata): Norihiro Furukawa, Naoto Yagishita

Hardware : Katsumi Kaneoka, Syuji Kubota

Art director : Nobuhiro Hiramatsu

Character designers : Nobuhiro Hiramatsu, Hiroyo Kujirai, Sakabon, Yukio Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P

$end

$info=arbalest,
$bio

Arbalester (c) 1989 Seta.

Game ID : UK


- TRIVIA -


Licensed to Romstar and Taito for US distribution.


- STAFF -


Producer : Jun Fujimoto

Maneger : T. Sato, M. Honda

Freeman : M. Asakawa

Chief programmer : K. Watanabe

Programmer : Y. Yamaguchi

Graphic designers : K. Nakabayashi, K. Yamada

Sound designer : A. Sato

$end

$info=arcadecl,
$bio

Arcade Classics (c) 1992 Atari Games.


- TRIVIA -


If this game had been released on schedule it would have commemorated Atari's 20th anniversary. It has two games on offer, "Super Centipede" and "Missile Command II". They are both re-makes of the original classics but with enhanced graphics and sound.


- STAFF -


Project leader : Kelly Turner

Programmers : Norm Avellar, Kelly Turner, Matt Setzer

Engineer : Brian McKee

Animators : Rhiz Bugawan, Patrice Moriarity, Ron Seawright

Technician : Gleen McNamara

Audio : Don DieKneite

Product manager : Linda Benzler

Team leader : John Ray

$end

$info=archrivl,archriv2,
$bio

Arch Rivals (c) 05/1989 Bally Midway.


A hilarious basketball game featuring customizing team names and colours.

Controlled with a 4-way joystick and three buttons.


- TRIVIA -


This game runs on the Bally Midway MCR 68k hardware.


An Arch Rivals unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- STAFF -


Concept and design : Jeff Nauman, Brian Colin

Sounds : Dan Forden

Graphics : Brian Colin

Software : Jeff Nauman

Hardware and support : Glen Ship, Mark Loffredo, Al Lasko, Greg Tastad, Greg Freres, John, Brian, Elaine Ditton, Ben, Jim, Soumya, Laura, The Doctor!

The joystick was designed by : Ken Lantz


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Game Gear (1992)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Sega Mega Drive


* Others :

LCD handheld game (1989) : released by Acclaim.

$end

$info=area51,area51a,area51t,
$bio

Area 51 (c) 10/1995 Atari Games.

Game ID : 136105


- TRIVIA -


Developed by Mesa Logic for Atari (although also licensed as a Time Warner product in certain territories), Area 51 was the first game for the Cojag hardware. The 'Cojag' represents Coin-Operated Jaguar, as in the Atari console. The Jaguar hardware was adapted for use in an arcade setting, with a slightly modified board to bring it in line with the standard Atari arcade system. Since the hardware could process very large amounts of data, it was considered far cheaper to store this on an IDE hard drive, connected to the main board. The hard drive was the key to the game play's movie capability. There's about 23 minutes of video on the 1 GB hard drive. The Cojag system can support 16Bit video streams. The original Area 51 uses 1 15 Bit stream for the main video, and an additional 1 Bit stream for the Kronn Hunter palette corruption. Apparently Atari wanted the sprites in Kronn Hunter mode to change colour as the chance of them killing you increased, but this idea was abandoned. It did, however, resurface in some of the home versions. 


Another interesting fact is that the software designer had the option of using either a 68010 or a MIPS R3000 as the primary CPU - making the Cojag the first 2 in 1 hardware option, although it was more of a hotswappable system than two processors in one. Indeed, later production runs of Area 51 used the R3000, for greater compatibility with "Maximum Force", the followup game.


Note : Often associated with UFO lore, Area 51 is originally the former designation by Department of Energy of a plot of land in Nevada. Sometimes referred to as Groom Lake or Dreamland, the United States government is believed to operate some sort of research and development center there (Some claim that the facility is now closed).


- UPDATES -


REVISION 1 :

* Software version : 2.03CJ

* Build date : OS : Oct 25 1995 10 :19 :38 / MAIN : Oct 25 1995 11 :08 :10


REVISION 2 :

* Software version : 2.03CJ

* Build date : OS : Nov 15 1995 13 :32 :32 / MAIN : Nov 27 1995 15 :51 :56


REVISION 3 :

* Software version : 2.06CJ

* Build date : OS : Nov 11 1996 11 :46 :43 / MAIN : Oct 24 1996 12 :02 :23


- TIPS AND TRICKS -


* Kronn Hunter Mode : At the beginning of the game, shoot the first three STAAR team members you see with the first three bullets (don't reload or miss). If you did this right you'll enter Kronn Hunter mode. In this mode, you are a mercenary from the Kronn hierarchy sent to steralize Area 51 of the Kronn rebels. You will notice that the grenades, bullets, shotgun shells and machine gun bullets have all taken on a Kronn form.


* Egg Cellent : On the forklift ride shoot all the barrels before and after the ride. There will be a partially hidden barrel you will have to shoot to the left of the forklift. This will lead you to 'egg cellent' where you shoot eggs and baby aliens.


* Chow Palace : After your first progress report in Area 51, where it tells you your percentage and things like that, you will see a wall lined with windows. Shoot all the windows across the entire wall and you will be in the power up room, where you can see aliens attacking women and power-ups all over the screen.


* Secret Area Before Final Boss : Right before you fight the Final Boss when you are outside, you will go to an area with zombies throwing barrels. Shoot all the barrels that are not thrown and you will go to a secret area filled with power ups.


* Head Quarters : To see the alien restroom, you must shoot three blue lights that appear in the corners of the screen. At the beginning of the game, when you enter the building, shoot the first blue light in the upper left-hand corner of the screen. At the conclusion of level 1, while the screen is spinning, shoot the remaining two blue lights in the upper right-hand corner of the screen.


* Secret Level : In the office building, you will go into a series of 2 or 3 doors with nameplates on all of them, shoot them all and then you will go into a secret room with power ups and an alien girl at the bottom.


* X Marks The Spot : On the helicopter ride, shoot all of the boxes with flames on them. If done correctly, you will be sent into 'X Marks The Spot', which is a room where you keep breaking the glass on a wall with your guns to reveal a picture of a female policeperson lying there in a very inviting position.


* Spider Splat : In the level Computer Room Lockdown (where you can shoot the 13 computer terminal screens at the beginning of the level to get to the secret room).  When the camera pans to the third scene, with the fire extinguishers and the staircase is in front of you, I'm not sure exactly what must be done, but if you shoot enough stuff you'll get access to a secret room called 'Spider Splat' where you have to shoot spiders that drop from the ceiling and save a woman.


- SERIES -


1. Area 51 (1995)

2. Area 51 - Site 4 (1998)


- STAFF -


Producer : Rob Rowe

Programmer : Charlie Grisafi


* Mesa logic Team :

Concept & Game design : Robert Weatherby

3D Animator : James Mestemaker, Guy Fumagalli, Hector Silva, James Webb


* Atari Team :

Game design : Mike Hally

Art & Design : Steve Caterson

Video production specialist : Brent Englund

Lead technician : Darrell Robinson

Stop-Motion animator : Jody Burgess

Product manager : Derryl DePriest

Audio & Music : Jeanne Parson

Hardware engineer : Brian McKee


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1996)


* Computers :

PC [CD-ROM] (1996)


* Others :

LCD handheld game (1996) released by Tiger Electronics : Has a little gun that you shoot with.

$end

$info=area51mx,a51mxr3k,
$bio

Area 51 / Maximum Force Duo (c) 02/1998 Atari Games.


This is the same game as the original "Area 51" and "Maximum Force" games, with the addition of a single credit 'Tournament' mode for "Maximum Force" and new/additional secret areas in both games.


- TRIVIA -


This game runs on the Atari Cojag hardware.


Area 51 video was recoded using the Maximum Force system, so Kronn Hunter mode no longer works properly (This is an example of an undocumented 'feature').


- UPDATES -


REVISION 1 :

* Software version : 2.07CJ

* Build date : GUIS Feb 5 1998 18 :52 :26 / MAIN Feb 10 1998 11 :52 :51

* R3000 based


REVISION 2 :

* Software version : 2.04CJ

* Build date : GUIS Apr 22 1998 17 :45 :35 / MAIN Apr 22 1998 17 :53 :57

* 68020 based

$end

$info=area88,
$bio

Area 88 (c) 08/1989 Capcom.

Game ID : CP-S No. 6


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "U.N. Squadron".

Area 88 is based on the Japanese manga of the same name.


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989.


- TIPS AND TRICKS -


* More Money : If you start a 2 player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars).


* Hidden Mission : There are several methods to play this mission, here is one: Beat the Mission 3 (The Forest Fortress) by destroying the heart of the fortress on the first blow (1st passage).


* Various Little Ending Animations : At the ending screen (Presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered...


Mission 3, Forest Fortress :

Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress.

Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. 


Mission 4, The Carrier :

Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear.


Mission 5, Bomber called Bayson :

Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife.


Mission 6, Missile Launcher :

Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear.


Mission 8, Battleship called Minks :

Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until  a Mech with a rifle falls into water.

Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. 


Mission 9, The Arsenal :

Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides.


- SERIES -


1. Area 88 (1989)

2. U.S. Navy (1990)


- STAFF -


Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo)

Direction : Kihaji Okamoto

Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana

Music composer : Chan Chakorin

Hard design : Kucchan

Programmers : Blbon, Takako


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

$end

$info=lwingsjp,
$bio

Ares No Tsubasa - The Legendary Soldiers (c) 11/1986 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Ares no Tsubasa translates from Japanese as 'Wings of Ares'. Ares is the Greek god of war.


This game is known in US as "Legendary Wings".


This game runs on the "Section Z" hardware.


The main character appears as a striker character (Michelle Heart) in "Marvel vs. Capcom - Clash of Super Heroes".


- UPDATES -


In "Legendary Wings" (US Set 1), the main characters are men whereas in Ares No Tsubasa they are women.


- TIPS AND TRICKS -


* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot.


- STAFF -


Music composed by : Tamayo Kawamoto

$end

$info=argus,
$bio

Argus (c) 01/1986 NMK.


- TRIVIA -


Licensed to Jaleco.


- PORTS -


* Consoles :

Nintendo Famicom (1986)

$end

$info=argusg,
$bio

Argus (c) 1982 Gottlieb.

Game ID : GV101


Protect the citizens of earth! As Gotlieb's Argus, shoot villains and hazards with energy bolts. Hold down catch button to rescue falling citizens and catch falling cars. Shoot or catch rubble before it crushes someone. Game ends when no citizens remain.


- TRIVIA -


This caped superhero game is a very rare unreleased prototype. The game was originaly called 'Protector' (the official test name was 'VideoMan'). Tom wanted Gottlieb to get the Superman license but they didn't. 'VideoMan' was too close to 'SuperMan' so they went with 'Protector', but the name was also changed at one point to 'Guardian', and then 'Argus' (designers' joke name became 'ProVidGuardArgus').


During a couple of focus group tests of the game, players suggested using a joystick instead of a trackball to control the superhero (Test players perceived the results as the trackball performing badly). Tom did that. It was worse. Unfortunately, there are some kinds of action that should not be controlled by a proportional controller (unless it has tactile feedback) - Argus had this kind of game action. Argus did have some fun stuff, like the ability to knock chunks out of buildings (Warren did the rubble stuff) and pick up a city bus.


The game may have been buggy, Tom was not the best designer or programmer, but the game design was primarily responsible for it's failure to test well. You have to remember that this was early days in computer game design and there were lots of elaborate ways to fail for the first time. Tom was a pioneer in his own way. Argus's failure was hard to accept, as "Reactor" had not done well either.


- STAFF -


Designed and programmed by : Tom Malinowski

Programming help : Warren Davis

Sound : David Thiel

Video Graphics : Jeff Lee

$end

$info=rygarj,
$bio

Argus no Senshi - Legendary Warrior (c) 1986 Tecmo.

Game ID : 6002


You are a barbarian warrior trying to reclaim the land from an evil Dominator and his legions of minions. You fight your way through 27 rounds with a unique weapon which was like a lethal razor sharp disk that he would hurl at enemies!


- TRIVIA -


The title of this game translates from Japanese as 'Warrior of Argus'.


This game is known in US as "Rygar - Legend Warrior".


- UPDATES -


The differences between the US and Japanese are :

* The demo sequences are different.

* The Japanese version seems to have more hidden powers, stars and an extra free life.

* The US version is more biased towards stars and explosions.


- TIPS AND TRICKS -


* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Leftdown on the joystick. Do it right and you'll get 10,000 points. Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds.


* If the 'invincibility' bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) PLUS 170,000 points.


- SERIES -


1. Argus no Senshi - Legendary Warrior (1986)

2. Rygar 2 (2002, Sony PlayStation 2)


- PORTS -


* Consoles :

Nintendo Famicom (1987, "Argos no Senshi")

$end

$info=arkarea,
$bio

Ark Area (c) 12/1987 UPL.

Game ID : UPL-87007


- STAFF -


Tsutomu Fuzisawa, Hiropi, Mingma, Nihei, Nozawa

$end

$info=arkanoid,arkatayt,arkbl2,arkbl3,arkangc,arknoidj,arknoidu,arkatour,arknoiuo,
$bio

Arkanoid (c) 1986 Taito.

Game ID : A75


After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel has been mysteriously trapped in another dimension by an unknown enemy. You must help the 'Vaus' overcome the security systems as well as the enemies in this dimension, find the alien being responsible for the attack and make your escape. Features very easy to learn gameplay mechanics & plenty of power-ups to find!

Controlled with a spinner and one button.


- TRIVIA -


Licensed to Romstar for US distribution (12/1986).


Arkanoid has remained a popular game and is commonly cloned by aspiring game developers in freeware and shareware titles. Many companies have also regularly cloned the game in arcades.


Arkanoid's popularity led to it being featured in "Rainbow Islands - The Story of Bubble Bobble 2", which has a whole level (4 stages in all) dedicated to the game, including DOH as the level boss.


Two bootlegs of this game are known as "Block" and "Paddle 2".


- UPDATES -


The Japanese version supports cocktail mode whereas the others don't.


- TIPS & TRICKS -


* Hint 1 : The power pills are not quite random. There are essentially two types of games. One has lots of light blue multi-ball pills and the pink warp pills - this is a low scoring game. The high scoring game gives you more of the other pills.


* Hint 2 : On each level, the ball will not speed up completely until it hits the back wall, so :

1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills).

2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup.


* Hint 3 : Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example I can think of).


* Hint 4 : As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P (extra vaus) or two - thereby starting early with 6 or 7 ships.


* Hint 5 : In the mask end game, you should get 15 hits (1000pts per hit) on the mask/per man until you eliminate the mask with the 16th hit on your last man to end the game.


- SERIES -


1. Arkanoid (1986)

2. Arkanoid - Revenge of DOH (1987)

3. Arkanoid Returns (1997)


- STAFF -


Game designed by : Akira Fujita (AKR)

Programmed by : Yasumasa Sasabe (SSB)

Director of hardware & co-programmer : Toshiyuki Sanada (SND)

Assistant programmer : Toru T. (TOR)

Graphic designer : Onijust H. (ONJ)

Sound composer : Hisayoshi Ogura

Sound effects : Tadashi Kimijima

Pattern designer : Akira Iwai


- PORTS -


* Consoles :

Nintendo Famicom (1986) : This version of Arkanoid included its own controller in the package (a smaller version of the spinner used in the arcade version).

Nintendo Super Famicom (1997)


* Computers :

PC [MS-DOS] (1986)

MSX (1986)

Tandy (1987)

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Apple II (1987)

Atari 800 (1987)

Atari ST (1987)

Commodore Amiga (1987)

Amstrad CPC (1987)

Thomson M05

Thomson TO8

$end

$info=arknoid2,arknid2u,arknid2j,
$bio

Arkanoid - Revenge of DOH (c) 1987 Taito.

Game ID : B08


The mysterious enemy known as 'DOH' has returned to seek vengeance on the 'Vaus' space vessel. You must once again take control of the 'Vaus' and overcome many challenges in order to destroy 'DOH' once and for all! Features the same easy to learn gameplay mechanics as its predecessor, more detailed graphics, plenty of power-ups and an increased challenge.

Controlled with a spinner and one button.


- TRIVIA -


Licensed to Romstar for US distribution.


This game runs on "The New Zealand Story" hardware.


- SERIES -


1. Arkanoid (1986)

2. Arkanoid - Revenge of Doh (1987)

3. Arkanoid Returns (1997)


- STAFF -


Directed & Programmed by : Yasumasa Sasabe

Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto

Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki

Sound designer : Hisayoshi Ogura

Publicity supervisor : Hisayasu Nakane

Mechanical engineer : Yasunori Hatsuda

Game designed by : Kei. S


- PORTS -


* Computers :

Sharp X68000 (1987)

Commodore C64 (1988)

Atari ST (1988)

Amstrad CPC (1988)

Commodore Amiga (1988)

Sinclair ZX Spectrum (1988)

PC [MS-DOS] (1989)

MSX2

$end

$info=arkretrn,
$bio

Arkanoid Returns (c) 02/1997 Taito.

Game ID : E36


The return of the legendary block game! The enemy known as 'DOH' still did not get the message and after many years of silence decides to attack once again. The 'Vaus' space vessel better be ready to face new, yet familiar challenges, in order to stop 'DOH' for the last time! Features revamped graphics and sound, the very same classic gameplay as its predecessors, as well as plenty of power-ups to try out. Need a relaxing yet challenging good time? Then this one is for you! :)


- SERIES -


1. Arkanoid (1986)

2. Arkanoid - Revenge of Doh (1987)

3. Arkanoid Returns (1997)


- STAFF -


Planners : Atsuchi Taniguchi, Yuji Koga

Programmed by : I.T.L.

Program support : Shunsuke Ono

Character designers : Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa

Sound : Yasuhisa Watanabe, Ishikawa Babio (BABI)

Designer : Kumi Mizobe


- PORTS -


* Consoles :

Sony PlayStation (1997)

$end

$info=arlingtn,
$bio

Arlington Horse Racing (c) 1991 Strata / Incredible Technologies.


In this title you plunk a bunch of quarters into the coin mechs, and then bet on the horses. When you are finished betting, press the start race button to see the horse run the track. The game then pays off any winning bids in credits, and then starts over.


- STAFF -


Concept / Management / Programming : Larry Hodgson

Programming : Robert Fuentes Jr., Jane Zeto

Artwork : Susan Svoboda, Stan Fukuoka

Music & sound : Kyle Johnson

Hardware : Steve Jaskowiak, Scott Allie, Ann Vonckx

Publicity : Carol Tomme

Testing : Jim Zielinski

Sales : John Cassiday

$end

$info=armwrest,
$bio

Arm Wrestling (c) 1985 Nintendo.


- TRIVIA -


'Bald Bull' from "Punch-Out!!" makes an appearance in this game as 'Mask X' (the third opponent).

$end

$info=armedf,
$bio

Armed Formation (c) 1988 Fillmore / Nichibutsu.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990.


- STAFF -


Director : Takanori Tanaka

Planner : Tomoaki Kabayashi

Main programmer : Shinya Okuda

Programmers : Osamu Tomiyama, Satoshi Fujiwara

Main designers : Hisaya Tsutsui, Shinji Kubota

Designer : Takanori Tanaka

Musician : Takeshi Yoshida

Hard enginner : Isao Shiki


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=batrider,batridra,batridrk,
$bio

Armed Police Batrider. (c) 12/1997 Raizing / Eighting.

Game ID : RA9704


- UPDATES -


Revision 1 :

* Software version : A.

* Japan release only.


Revision 2 :

* Software version : B.

* Japan release only.


Revision 2 (Alternate) :

* Software version : B.

* Korea release only.

* Enabled 'Special Course', 'Guest Players' and 'Player Select' codes by default.


- TIPS AND TRICKS -


* Ship Selection : At the ship select screen...

1) To select a 'Normal power type' fighter, select your ship with A button.

2) To select a 'Bomber power type', select your ship with B button.

3) To select a 'Option power type', select your ship with C button.

4) To select a 'Speed up type', select your ship with Start button.


* Stage Edit : Start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously.


* Guest Players : Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start. Nine additional fighters will be unlocked.


* Player Select : With this mode enabled you can select one ship instead of a team. Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start.


* Score Mode : To show up score calculations, start from anywhere in the game, hold the Start button and press B (To leave the score mode, re-enter the code).


- STAFF -


Program 68000 side : Shinobu Yagawa

Program Z80 side : Yuichi Ochiai

Character designer : Kazuyuki Nakashima

Graphic designers : Kazuyuki Nakashima, H. Yokoyama, M. Taguchi, Masaharu Tokutake, Yuki Yonei

Music composers : Manabu Namiki, Ken-ichi Koyano, Hitoshi Sakimoto

Sound effects : Mato

$end

$info=armora,armorap,armorar,
$bio

Armor Attack (c) 1980 Cinematronics.


This title is a basic top-down driving and shooting game. You control a little jeep that has to wander around a ruined town shooting tanks, and blasting helicopters out of the sky.


- TRIVIA -


Also Licensed to Rock-ola.


All the background graphics are actually part of the monitor bezel/plastic overlay. The game itself only generates the jeeps, tanks, helicopters and the shots they fire. Armor Attack was one of two games Skelly did for Cinematronics that had required overlay backgrounds. "Warrior" was the other one. Skelly designed six vector games and programmed five of them while at Cinematronics.


This game came in an upright white cabinet with sticker sideart of a tank scene and a yellow 'Armor... ...Attack' logo. This was the same cabinet used for "Star Castle" and a few other Cinematronics titles. The top of the cabinet is adorned with a rather plain marquee that has the Armor Attack logo in yellow on a black background, along with a few game instructions. The control panel had a picture of a green and yellow tank, and had the player controls which consisted of 10 pushbuttons, without a joystick to be seen anywhere (the game controls are almost exactly the same as "Asteroids" or "Star Castle", except that your jeep stops moving when you stop pressing the move button).


Most of the graphical time was spent on the monitor bezel and overlay, which showed a single scene of a ruined town. The game itself is displayed on a 19'' monochrome X-Y monitor.


- STAFF -


Designed and programmed by : Tim Skelly


- PORTS -


* Consoles :

GCE Vectrex (1982)


* Others :

LCD handheld game (1982) released by Mattel.

$end

$info=armorcar,armorca2,
$bio

Armored Car (c) 1981 Stern Electronics.


Controlled with a 4-way joystick and two buttons.


- TRIVIA -


This game runs on the "Scramble" hardware.


First game for Stern created by Chris Oberth. Before working for Stern he was at Marvin Glass designing/prototyping handheld electronic games such as 'Finger Bowl'.


Armored Car was partly inspired by "Targ".


- UPDATES -


REVISION 1 (Set 2) :

* First release.


REVISION 2 (Set 1) :

* Bug fixes release.


- STAFF -


Designed and programmed by : Chris Oberth, Gunar Licitis

$end

$info=armwar,armwara,armwaru,armwarr1,
$bio

Armored Warriors (c) 09/1994 Capcom.

Game ID : CP-S II No. 07


Four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Powered Gear - Strategic Variant Armor Equipment".


This game runs on the Capcom Play System II hardware (CPS II).


Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994.


- TIPS AND TRICKS -


* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following codes.

Beta-Cannon - Hold Up.

Gamma-Battler - Hold Left or Right.

Alpha-Fortress - Hold Down.


* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following key.

Bomber - Leftup

Death Drill - Up

Missile - Rightup

Laser blade - Left

Force claw - Right

Flame - Leftdown

Chain spark - Down

Laser - Rightdown


Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work.


- SERIES -


1. Armored Warriors (1994)

2. Cyberbots - Fullmetal Madness (1995)


- STAFF -


Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon

Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress

Mechanical design and object : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky

Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama

Sound composer : Takayuki Iwai (Anachey Takapon)

Sound designer : Tomuyuki Kawakami (T.K NY)

Special advisers : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh

Character designer : T.O.M

AD designers : Sensei, Sakomizu

Director : Kihaji Okamoto

$end

$info=aof,
$bio

Art of Fighting (c) 09/1992 SNK.

Game ID : 0044


An early Neo-Geo martial arts fighter with two selectable characters in one player mode and eight selectable characters in two player mode which also features a long-nosed end boss. Progressive damage is shown on each fighter's face for a dramatic effect.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Ryuuko no Ken" (translates from Japanese as 'Dragon and Tiger Fist').


This game runs on the SNK Neo-Geo MVS hardware.


A bootleg of this game is known as "Fit of Fighting".


This is the first fighting game to feature the 'camera zoom' - where the camera zooms in when the fighters are close together and zooms out when the fighters move away from each other. This is also the first fighting game to utilize a 'spirit meter'. Every time a special move is executed the spirit meter is depleted accordingly. The more powerful the special move, the more it depletes. When it's empty special moves can't be done anymore, however, you can recharge the spirit meter by standing still and holding the A or B button leaving you totally defenseless.


The Haou Shokou Ken was referred to as the Haou Ken (or as the game put it, the 'Haow-Ken'). Its similarity to Ryu's (of "Street Fighter" fame) Hadou Ken forced the name change.


- TIPS AND TRICKS -


* Move Command Delay : Its posible to input the commands for any special or super move but it is not necessary to press the corresponding attack button right away, this allows you to delay any move for as long as you want in order to surprise an opponent! This trick also enables you to perform slower versions of some special moves such as proyectile attacks. Try it! :)


- SERIES -


1. Art of Fighting (1992)

2. Art of Fighting 2 (1994)

3. Art of Fighting 3 - The Path of the Warrior (1996)


- STAFF -


Producer : Eikichi Kawasaki

Directors : Finish Hiroshi, Dog Akira, Matakichi.Chan, Mastang.2

Programmers : John Guso, Cross.Moon D.S.K

Obj. designers : Hatarakuogsan, Muta Teizon, Kama Kama, Tree.Village.Ken, Kylly Maclako, Pinkey.2, Lionheart, Tony.R.Oki, Outim Amadok Eel, Toyochan, 7.7812.8270.Kubo, Ayustat Shin 25, I000.Taroh Age22, Gynos.Crash!, Dir Tetsuzan, 555 Zi5han, Ahokamen.Boke, Bo.Bo, Kiritao.Y, Gmhenson Jr

Back designers : Muramama.2, Take.P, Shimachan, Moriyan, H Skallter, Ug

Sound : Paciorek, Papaya, Yamapyi, Jojouha Kitapy, Shimizum


* Voice Actors :

Ryo : Masaki Usui

Robert : Eiji Yano

King : Harumi Ikoma

Lee : Eiji Yano

Jack : ???

Micky : ???

Todo : ???


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1994)

NEC PC Engine CD (1994)

SNK Neo-Geo CD (1994)

$end

$info=aof2,aof2a,
$bio

Art of Fighting 2 (c) 03/1994 SNK.

Game ID : 0056


Twelve selectable characters are available in this martial arts fighter, each showing progressive damage on their bodies during the fight.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Ryuuko no Ken 2".


This game runs on the SNK Neo-Geo MVS hardware.


Geese Howard's guest appearance (see 'Tips And Tricks' section) tries to tie this game's story with the Fatal Fury games. Apparently, this game takes place a few years before the events ocurred in "Fatal Fury - King of Fighters" since Geese looks quite young and uses a very different fighting style (instead of his trademark Aikido which he learned in Japan). Another fact is the special ending when you defeat Geese (you get to see when he gives the order to eliminate Jeff Bogard who happens to be Terry & Andy Bogard's father, before he heads to Japan to learn that country's martial art techniques). This fact also explains why Ryo Sakazaki is so damn powerful in his "Fatal Fury Special" appearance (after all, he was already a powerful & skilled fighter and has had more time than most of the Fatal Fury characters to brush up on his techniques!). Obviously, all these storyline details were ignored in the King of Fighters series for the sake of convenience (All the "Art of Fighting" characters should be way older than the Fatal Fury characters in that game!).


In Temjin's ending, Terry Bogard makes a guest appearance as a little boy!


- UPDATES -


The Japanese version features different voice actors for some characters (John Crawley, Robert Garcia & King).


- TIPS AND TRICKS -


Adjust the game difficulty setting up to level 8 in order to boost game's overall speed!


It may be downright cheap & silly, but if you successfully manage to throw an opponent and then hit him with a special move as he gets up, you will dizzy your opponent! This can be done over and over again with most characters... :/


Beat opponents with a special move at the end of the decisive round to see a special 'defeat' animation (some auto-combos & special moves that lift the opponent of the ground won't work though).


Defeat all opponents in two rounds only to fight a special battle against Fatal Fury's main villain & owner of Southtown : Geese Howard (Notice that it is possible to use continues & use different characters as long as you defeat your opponents in 'two rounds only'!). :)


- SERIES -


1. Art of Fighting (1992)

2. Art of Fighting 2 (1994)

3. Art of Fighting 3 - The Path of the Warrior (1996)


- STAFF -


Objects designers : Forever Soe-soe, Pinkey!(Boomer), Terarin, Hori Pu-

Back up : Moriyan, Somatoreeno

Programmers : John guso, Ma2

Directed by Dog.Gotoh and Shigeti.


* Voice Actors :

Ryo : Masaki Usui

Robert : Key Inage

Yuri : Kaori Horie

Takuma : Eiji Tsuda

King : Harumi Ikoma

Jack : ???

John : Masaki Usui

Micky : Key Inage

Lee : Key Inage

Temjin : Yoshinori Shima

Big : ???

Kisaragi : Yoshinori Shima


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

Nintendo Super Famicom (1995)

$end

$info=aof3,
$bio

Art of Fighting 3 - The Path of the Warrior (c) 03/1996 SNK.

Game ID : 0096


Ten selectable characters battle each other in various locations in Mexico. Extremely beautiful and fluid animation courtesy of motion capture technology brings a whole new style of gameplay to this popular fighter.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Ryuuko no Ken Gaiden" (translates from Japanese as 'Dragon and Tiger Fist Side Story').


This game runs on the SNK Neo-Geo MVS hardware.


In each character endings, you receive a nice hand-draw of the character on the 'Thank you for Playing' screen.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ryuuko no Ken Gaiden - PCCB-00212) on 03/04/1996.


- TIPS AND TRICKS -


* Play As Sinclair : Highlight Robert and press Left (or highlight Jin and press Right(x2)).


* Play As Wyler : Highlight Robert and press Left(x2) (or highlight Jin and press Right).


* Special Day (Birthday Gift) : Definitely one of the strangest tricks in fighting games, each character will be powered up on his birthday (able to perform Super Desperation Moves at any moment during the fight!).

Kasumi Todo - March, 29

Wang Koh-San - April, 17

Lenny Criston - May, 20

Karman Cole - June, 13

Rody Births - July, 24

Ryo Sakazaki - August, 2

Jin-Fuha - September, 4

Wyler - October, 22

Sinclair - November, 14

Robert Garcia - December, 25


* Ultimate K.O. : Defeat an opponent in the first round by using your character's Super Desperation Move when the enemy's lifebar is 5% of less. If done correctly, you´ll win the whole match in just a single round!


- SERIES -


1. Art of Fighting (1992)

2. Art of Fighting 2 (1994)

3. Art of Fighting 3 - The Path of the Warrior (1996)


- STAFF -


Object designers : Heitarou, Black Tree, Futatsu!!, Higetoboin, UG, Ponda, Tohru, Pinkey-EX, Hori-pu~?, Terarin, Kattsun, Sumiccho, Nana, Ashizawan, Satopyon, Tani Tani, Koara, Rave Man, Sasa, K.Miya, Rolly(r), Tony Oki, ??....!

Back designers : Muramama Eiko, Daisuke, Wa-Da-Mo, J K, Sho-Chan, Take-Pyon

Programmers : MA2++, Yuritaro, Hiropon

CG creaters : K-Asa, Aki.Yama, Demao.Sat, Seri

Music composers : Yamapy-1, Papaya, Shibakichi

Capture assisted by : Masa, Shin.T, Jeffrey Zoern, Raymond Ho.

Producers : T. Nishiyama, Finish Hiroshi

Directors : Go, Shigeri #3, Kim-Ken, Moai-Nao


* Voice Actors :

Ryo : Masaki Usui

Robert : Mantaro Koichi

Rody : Eiji Yano

Lenny : Kumi Ishida

Wang : Monster Maetsuka

Karman : Mantaro Koichi

Jin : Jai

Sinclair : Harumi Ikoma

Wyler : Monster Maetsuka


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=ashnojoe,
$bio

Ashita no Joe (c) 1990 Wave / Taito.


- TRIVIA -


Extremely rare, this game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. There were also two TV series and two theatrical releases (years?).


When one of Joe's old rivals, Rikishi, died in the ring in 1970, Kodansha publishing actually held a funeral service for him. Over 700 people attended from all over Japan. An actual Buddhist priest presided over the funeral, held in a full-sized boxing ring.


- SERIES -


1. Ashita no Joe (1990)

2. Legend of Success Joe (1991)

$end

$info=ashura,ashurau,
$bio

Ashura Blaster (c) 1990 Taito.

Game ID : C43


- TRIVIA -


The kanji characters on the titlescreen read 'Ashura'. Ashura is a demon related to fighting.


This game runs on the Taito B System hardware.

$end

$info=aso,
$bio

ASO - Armored Scrum Object (c) 1985 SNK.


Controlled with an 8-way joystick and three buttons.


- SERIES -


1. ASO - Armored Scrum Object (1985)

2. Alpha Mission II (1991)


- PORTS -


* Consoles :

Nintendo Famicom (1987)

$end

$info=assault,assaultj,
$bio

Assault (c) 04/1988 Namco.


Assault was a tank simulation that was very ahead of its time. Your tank stayed in the center of the screen, and the rest of the game world moved around you. The gameplay itself was decent, similar to "Vindicators" and other tank games. You really just drove your tank around blasting at other tanks. There are eleven levels in total, but most people never saw more than the first few levels. One trick worth mentioning is to position your tank right at the spot that ends the level, and then simply wait, don't actually finish until the moment the clock counts down to zero. If you do this correctly you will end up with a lot of bonus points. Of course if you fail, you will die and lose a tank.


- TRIVIA -


This game runs on the Namco System 2 hardware. This game uses a unique 2-joystick control method and uses 'Mode 7' background scaling and rotation effects like those found in Super Famicom's games.

The most interesting feature is firing 'catapult' bomb shots far away with the left joystick pushed to the left side and the right joystick to the right at the same time,while pressing the fire trigger.


The Assault dedicated cabinet is a real favorite among arcade game collectors. This is probably due to its unique shape, and nonstandard controls. The Assault cabinet was very narrow, the vertical open frame monitor barely fit between the sides of the thing, which were less than 18'' apart. A standard arcade cabinet is about 23'' wide if it is an older style one, or 30'' wide for one of the newer deluxe cabinet styles. So Assault was very narrow, probably the narrowest game ever made. The top half of the cabinet is decorated with sideart that is supposed to resemble the outside of a yellow tank, and these same graphics carry on over the monitor bezel and control panel as well.


An upgrade of this game is called "Assault Plus".


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988.


- STAFF -


Game designer : Kunio Ogawara

Music composed by : Shinji Hosoe, Kazuo Noguchi


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.4")

$end

$info=assaultp,
$bio

Assault Plus (c) 1988 Namco.


- TRIVIA -


This game is an upgrade of "Assault". This upgrade was only released in Japan.


- UPDATES -


Assault Plus contains :

* Cocktail mode.

* Different colors.

* Intermission screen.

* Intro has new music.

* Minor enemy changes (strength, colors).

* Two player mode.

* Two skill levels of play.

* Zero points bonus is gone.


- STAFF -


Game designer : Kunio Ogawara

Music composed by : Shinji Hosoe, Kazuo Noguchi

$end

$info=asterix,astrxeaa,astrxeac,
$bio

Asterix (c) 1992 Konami.

Game ID : GX068


Asterix and Obelix PAF! PAF! PAF! the Romans until they give up and crawl away!


- TRIVIA -


Based on the French comic series 'Asterix & Obelix'.


This game runs on a "Xexex" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992.


- STAFF -


Main programmer : Narunopapa

Sub programmer : Yuko Itoh

Graphic director : M. Kukino

Background designer : S. Wada

Enemy designer : T. Akiyama

Sound effect : J-Kane

Sound programmer : Panda

Music composer : Mutsuhiko Izumi, M. Egama, Chiru Chiru, J. Nakano, A. Hashimoto

Hard designer : Hideto Murata

Art Works : Naoko Sato

$end

$info=asterock,
$bio

Asterock (c) 1979 Sidam.


- TRIVIA -


This game is an Italian bootleg of "Asteroids".


The official italian distributor of Atari Arcades, f.lli Bertolino s.r.l., moved a legal attack against Sidam, and won. Many code fragments stored in ROM of Asterock, Missile Storm and other Sidam clones was identical to those contained in Atari originals' memory. Sidam changed the coin accept and sound routines, to get rid of copyrighted Atari Pokey chip. Sidam called this a 'coincidence'; moreover, the italian legislation did not mention directly the computer programs as copyrighted materials like songs and books. However, the court sentenced about the 'intellectual property' of programs - this was an important sentence in italian legal history - and Sidam was convicted of copyright violation.


- SOURCES -


"Atari Inc. & Bertolino v. Sidam Srl: First Italian Decision on Video Games", European Intellectual Property Review , V, 12 (december 1983), pp.347-349.

$end

$info=asteroid,asteroi1,asteroib,
$bio

Asteroids (c) 11/1979 Atari.

Game ID : 035127-035145


The game is rather simple. You pilot a small wedge shaped ship, and you begin play in the middle of an asteroid field. Large slow moving asteroids surround you, when shot they break into two medium sized asteroids, which will each break into three small, fast moving asteroids. Shooting the small asteroids makes them disappear. Your goal is simply to eliminate all the asteroids from the playing field, while avoiding anything that would cause you to lose a life (touching an asteroid, or getting shot by a flying saucer). The playfield consists of a single screen (which wraps around in each direction). Your controls consist of five buttons which are 'rotate right', 'rotate left', 'thrust', 'fire', and 'hyperspace'. The ship moves rather realistically for a zero gravity craft, which means that it keeps moving even after you stop thrusting. This takes a little practice to get used to, but it really enhances gameplay, as it allows you to do fly-bys of asteroids and enemy ships. There are two types of flying saucers that you might encounter. The first type is large, slow moving, and stupid. These are quite easy to shoot down. While the second type is small, moves quickly, and is more intelligent in its actions. These are the highest point value objects in the game, but are dangerous to approach.


- TRIVIA -


Asteroids, completed at the end of 1979, was a much celebrated arcade game that captured the imaginations of millions of players, while capturing a good many quarters as well.


Originally called 'Cosmos', the original design was a copy of "Space Wars", except with asteroids littering the playfield as an aesthetic effect. Actually, 'Cosmos' was once known as 'Planet Grab', in which you had to claim a planet by touching it. 'Planet Grab' simply required you to claim planets by touching them with your spaceship. 'Cosmos' allowed you to blow up the planets and duel with another ship, "Space Wars"-style. Only in Asteroids, which came along two years later, did Atari engineer LYLE RAINS introduce the concept of floating rocks.


The first 200 Asteroids machines were actually "Lunar Landers". Atari was so hot on Asteroids that it cut short the production run on "Lunar Lander" and released the 200 complete with "Lunar Lander" cabinet art.


Atari's bestselling coin-op game of all time. Approximately 56,565 units were produced (47,840 upright and 8,725 cocktail).


* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : "In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen. "Ed Logg : "I was shooting the asteroids all night long.... I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.".


* Popular from the Start : A good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : "The development on the really good games gets bogged down, because people want to . . . play them all the time. I was in the lab quite often playing Asteroids, as were many other people.". On the overall popularity of Asteroids, Steve Calfee said : "A lot of people really liked it. Somehow there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life. "Rich Adam recalled his own first encounter with Asteroids : "I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. . . I'm out flying this spaceship and it's the miraculous escape.  I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time.... That's a good fantasy... You've got all these things flying around and yet you're able to survive."


Howard Delman described what it was like creating the sounds for Asteroids : "In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. . .The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound sped up, and the player's heart would speed up, too. You know, stress!".


* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : "Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry. Asteroids is a video game artistic masterpiece."The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users. Rich Adam said : "Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around."And the epic quality of the game was noted by Ed Rotberg : "What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.".


There was a modified version of Asteroids that was given the nick-name "Turtleroids", it was part of a long series of practical jokes against the vice-president of marketing for Atari that was sick of a game concept called 'Turtle Races'. One day Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.


In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...


Asteroids keeps track of up to 255 extra men. If you have too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.


An Italian bootleg released by Sidam is known as "Asterock".


Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.


The Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the sideart (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine). Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander. The cocktail version was a little uncommon, it was rather unremarkable in appearance. It seems that Atari put all the effort into the upright, and merely shipped a generic cocktail version as an afterthought.


An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.


- UPDATES -


The Rev. 2 version says '1979 Atari' at the bottom of the title screen, instead of 'Asteroids by Atari'. Also, the 'invulnerability glitch' is corrected (see 'Tips And Tricks' section for more info).


- TIPS AND TRICKS -


* Rev. 1 Tricks : The original software version had an invulnerability glitch, where you could hide in the upper corners (in the score) and nothing would hit you. Also, you can get your ship to fly backwards- thrust in one direction until reaching full speed, and then quickly turn around 180 degrees and continue thrusting.


* Classic Strategy : The classic strategy for Asteroids high scores involves saving one or two slow-moving (and highly vertical) rocks, and then waiting in a corner of the screen while killing the 1000-point small saucers with wrap-around shots.

To employ this strategy : Sit about one inch from the left (or right) edge of the screen, and about three inches from the top (or bottom). If the saucer appears close to you, quickly turn and hit it with a quick burst before it can move. If you can't get it, QUICKLY move to the opposite side of the screen, aim toward the screen's edge, and kill it with the wrap-around shots. This becomes quite easy with practice. ALWAYS stay on the opposite edge of the screen from the little saucer after it starts firing! This strategy depends on the fact that the little saucer in Asteroids is incapable of aiming and firing wrap-around shots at the player. This is NOT! true, however, in "Asteroids Deluxe"...


- SERIES -


1. Asteroids (1979)

2. Asteroids Deluxe (1981)

3. Space Duel (1982)

4. Blasteroids (1987)


- STAFF -


Designed by : Lyle Rains

Programmed by : Ed Logg

Sound and Vector generator display system by : Howard Delman


- PORTS -


* Consoles :

Atari 2600 (1979)

Atari 7800 (1984)

Nintendo Game Boy (1991)

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")


* Computers :

Apple II (1980)

Commodore C64 (1987, "Arcade Classics")

PC [CD-Rom] (1999, "Atari Arcade hits 1")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")


* Others :

Mobiles phone [Motorola T720] (2002)

$end

$info=astdelux,astdelu1,
$bio

Asteroids Deluxe (c) 05/1981 Atari.

Game ID : 0351xx


f you have played "Asteroids", then you already know how to play this game. The hyperspace button has been replaced with a shield, and your craft can accelerate twice as fast, but it still maintains the same maximum speed. Finally the game has added a new dangerous enemy, and the playfield has been covered with a color overlay of an asteroid field.


- TRIVIA -


The original Asteroids proved to be wildly popular, but there was one problem. The game was simply too easy for expert players (many people could play for hours on a single quarter). So Atari decided to make a more difficult sequel, Asteroids Deluxe. They succeeded a little too well, and had to scale the difficulty back after their inital version proved to be too difficult for the average player. This game was created out of modified "Asteroids" code. At the same time this game was being produced, "Space Duel" was in the works, but was shelved as Asteroids Deluxe was green-lighted for production. This game did poorly and Atari later released "Space Duel" to moderate success.


Approximately 22,300 units were produced.


This particular machine was released in three different formats; an upright, a cabaret, and a cocktail. With the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" boardset, only a few wires had to be swapped.

* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up (there is nothing wrong with that design, but something about it just looks 'wrong' to me). Atari went all out with the sideart on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title did not use a joystick, although it plays well with one).

* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass.

* The cabaret version (a cabaret is a mini upright that is less than 5 feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first). Finally, this version uses a 13'' monitor instead of the normal 19'' monitor. 


An Asteroids Deluxe unit appears in the 1982 movie 'Tron', in the 1982 movie 'The Thing' and in the 1984 movie 'Night of the Comet'.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- TIPS AND TRICKS -


* Hint 1 : When the Killsat ('snowflake') ship comes out near the end of the level, DO NOT attack it head-on. Shoot at it, turn around, get further away, and then turn back towards it and keep firing. This way you are moving backwards, but you keep firing at it.


* Hint 2 : Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about 6 seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.


* Hint 3 : In the original "Asteroids", the large UFO shot in a random direction. In Deluxe, it shoots at rocks 75 percent of the time and in the general direction of your ship 25 percent of the time. If no rocks are nearby, all shots go towards your ship. This renders the 'save and hunt' strategy from original "Asteroids" useless. Also, the small UFO can now shoot aimed wrap-around shots, and at the 60,000 point mark, both UFOs shoot with greatly improved accuracy.


* Hint 4 : As the Killsat pieces chase you about (after the snowflake is broken apart of course), you may use this to your advantage - if you maneuver so that the pieces are between you and an attacking UFO, this makes an effective shield, without having to waste your shields on the annoyingly accurate UFO shots. Unfortunately, you don't get the points for this, and similarly the pieces shield the UFO from you as well. I find this tactic primarily useful when you still have lots of rocks left, and don't have the maneuvering room to deal with the pesky UFO.


* Trick : If you shoot the first large rock, and the two rocks that come from it, and the four small rocks from that, WITHOUT shooting anything else  then a "snowflake" ship and a big saucer will appear immediately, far earlier in the round than normal.


- SERIES -


1. Asteroids (1979)

2. Asteroids Deluxe (1981)

3. Space Duel (1982)

4. Blasteroids (1987)


- STAFF -


Programmed by : Dave Shepperd


- PORTS -


* Consoles :

Sony PlayStation (2001, "Atari Anniversary Edition")

Sega Dreamcast (2001, "Atari Anniversary Edition")


* Computers :

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=astrass,
$bio

Astra SuperStars (c) 1998 Sunsoft.


An anime style fighting game reminiscent of "Waku Waku 7" also by Sunsoft.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=astrob,astrob1,astrob2,astrob2a,
$bio

Astro Blaster (c) 02/1981 Gremlin / Sega.


Controlled with four buttons.


- UPDATES -


Revision 1 :

* First version.


Revision 2 :

* Added instructions screen.

* Different bonuses order.


Revision 3 :


- STAFF -


Designed and programmed by : Gary Shannon, Barbara Michalec

$end

$info=astrof,astrof2,astrof3,
$bio

Astro Fighter (c) 04/1980 Data East.


Controlled with three buttons.


- TRIVIA -


This is the first game manufactured by Data East.


An Astro Fighter unit appears in the 1982 movie 'Rocky III'.


- UPDATES -


Set 1 :

* 16Kbit ROMs.

* Green/Hollow empty fuel bar.

* 60 points for every bomb destroyed.


Set 2 :

* 8Kbit ROMs.

* Blue/Solid empty fuel bar.

* 60 points for every bomb destroyed.


Set 3 :

* 8Kbit ROMs.

* Blue/Solid empty fuel bar.

* 300 points for every seven bombs destroyed.


- SERIES -


1. Astro Fighter (1980)

2. Super Astro Fighter (1981)

- PORTS -


* Computers :

Microtan 65

$end

$info=astrofl,
$bio

Astro Flash (c) 1986 Sega.

Game ID : 834-5803


- TRIVIA -


Astro Flash is known outside Japan as "Transformer".


This game runs on the Sega System E hardware.


This game is a port from an original game created and released in 1985 on the Sega Master System.

$end

$info=astinvad,
$bio

Astro Invader (c) 06/1980 Stern Electronics.


Controlled with three buttons.


- TRIVIA -


This game is also known as "Kamikaze" (Leijac).


This game appears in Tom Petty and the Heartbreakers music video for the song 'You Got Lucky' (1982).

$end

$info=astyanax,
$bio

The Astyanax (c) 11/1989 Jaleco.


An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :)


- TRIVIA -


This game is known in Japan as "The Lord of King".


This game runs on the Jaleco Mega System 1-A system hardware.


Mythology note : In Greek mythology, Astyanax (means 'King of the city') was the son of Hector and Andromache. He was killed during the Trojan War by Neoptolemus, who threw the infant from a wall and told his mother 'Since my father (Achilles) killed his father (Hector) he might try to avenge the death. He also could become King of Troy and we want no more kings of Troy!'.


- STAFF -


Produced and directed by : Tokuhiro Takemori

Game designers : Tokuhiro Takemori, Nenko

Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh

Programmed by : Satoru K

Music composed by : Kiyoshi Yokoyama


- PORTS -


* Consoles :

Nintendo Famicom (1990)

$end

$info=asuka,
$bio

Asuka & Asuka (c) 1988 Taito.


- TRIVIA -


This game runs on the "Bonze Adventure" hardware.

$end

$info=asurabld,
$bio

Asura Blade - Sword of Dynasty (c) 1998 Fuuki.


Ready your weapons! Choose from 8 unusual selectable characters and fight your way through in this truly beautiful 2-D weapon based fighter. Features gorgeous graphics, cool music & sound effects, and easy to learn controls.


- TRIVIA -


This game runs on the Fuuki FG-3 System.


- TIPS AND TRICKS -


Note : You will need to do these codes before every stage or your character will revert to that from the selection screen


* Play As Curfue : After character selection/stage end hold 'Down+Start' until stage map appears.


* Play As S.Geist : After character selection/stage end hold 'Up+Start' until stage map appears.


- SERIES -


1. Asura Blade - Sword of Dynasty (1998)

2. Asura Buster - Eternal Warriors (2000)


- STAFF -


General Producer : Y. Takahashi

Planning : K. Matsusaka, S. Katsumiya

Programming : H. Nakagawa

Graphic Design : K. Matsusaka, Y. Kawanabe, N. Miyauchi, S. Katsumiya

Music Composition & FX Creation : A. Nishida

Voice Actor/Actress : Kiyotomi Narikinnya, Kentarou Takuwa, Seiichi Nishida, Tokiyo Ogawa, Miruki, -Oovas-

$end

$info=asylum,
$bio

Asylum (c) 1991 Leland.


- TIPS AND TRICKS -


* Contest? : Complete the game five times to win an Asylum T-shirt (limitted time offer).

$end

$info=abaseb,abaseb2,
$bio

Atari Baseball (c) 06/1979 Atari.

Game ID : 034711-034738


- TRIVIA -


First Rotberg coin-op game.

Approximately 1,050 units were produced.


- STAFF -


Designed and programmed by : Ed Rotberg

$end

$info=atarifb,atarifb1,atarifb4,
$bio

Atari Football (c) 10/1978 Atari.

Game ID : 033xxx


- TRIVIA -


The 'four players' version was released on 04/1979 (Game ID : 034754).


Atari Football was first created in 1974 by Steve Bristow and originally called 'X's and O's'. It was shelved when Bristow started on "Tank", then resurrected three years later. This game was the first true video sports game and also the first Atari game to utilize a trackball controller.


Approximately 14,000 units and 900 'four players' versions were produced.


An Atari Football unit appears in the 1980 movie 'Midnight Madness', and two Atari Football units (2 and 4 players) appear in the 1982 movie 'Tron'.


- STAFF -


Designed and partially programmed by : Steve Bristow

Finished by : Ed Logg, Lyle Rains, Dave Stubbens

Some works by : Mike Albaugh

$end

$info=mgolf,
$bio

Atari Mini Golf (c) 1978 Atari.

Game ID : A033252

$end

$info=soccer,
$bio

Atari Soccer (c) 04/1980 Atari.

Game ID : 035222-035260


- STAFF -


Designed and programmed by : Dave Theurer

$end

$info=ataxx,ataxxj,ataxxa,
$bio

Ataxx (c) 05/1991 Leland.


- TRIVIA -


Distributed in Japan and Asia by Capcom.

$end

$info=athena,
$bio

Athena (c) 1986 SNK.

Game ID : 'UP'


- TRIVIA -


The main character, Athena, appears in The King of Fighters series.


The 'Athena' logo on the title screen appears in 1991's "Sengoku" by SNK. In level 2, there is a store called 'Boutique Athena' in the background with the original 'Athena' logo.


- SERIES -


1. Athena (1986)

2. Psycho Soldier (1987)


- PORTS -


* Consoles :

Nintendo Famicom (1987)


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

$end

$info=atehate,
$bio

Athena no Hatena ? (c) 1993 Athena.


- TRIVIA -


The title of this game translates from Japanese as 'Goodness, Athena?'.

$end

$info=atlantol,
$bio

Atlant Olimpic (c) 1996 Georgia.


- TRIVIA -


This game is an Italian bootleg of "Track and Field".

$end

$info=acitya,
$bio

Atlantic City Action (c) 1984 Epos.


Controlled with six buttons.


- TRIVIA -


This game is also known as "Boardwalk Casino".

$end

$info=atomboy,
$bio

Atomic Boy (c) 07/1985 Irem.


- TRIVIA -


Licensed to Memetron.

This game is also known as "Wily Tower".

$end

$info=atomicp,
$bio

Atomic Point (c) 1990 Philko.

$end

$info=robokid,robokidj,
$bio

Atomic Robo-Kid (c) 11/1988 UPL.

Game ID : UPL-88013


- UPDATES -


In the Japanese version, the highscore table contains the entire name compared to only 3 letters on the other version.


- STAFF -


Game designer : Tsutomu Fuzisawa

Chief programmer : Toshio Arai

Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima

Background designers : Noriko Nihei, Akemi Tsunoda

Effects : Kohji Abe

Compose & Music : Mecano Associates


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sega Mega Drive (1990)


* Computers :

Commodore C64 (1990)

Atari ST (1990)

Commodore Amiga (1990)

$end

$info=chelnov,chelnovu,
$bio

Atomic Runner Chelnov - Nuclear Man, The Fighter (c) 01/1988 Data East.


- TRIVIA -


This game is known in Japan as "Atomic Runner Chelnov - Tatakau Ningen Hatsudensho".


Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- UPDATES -


The US version & the Japanese version of Chelnov have different gameplay.


- STAFF -


Program : Inoue, Akiyama, Haga

Hard : Shinozaki

Sound : Hara, Yoshida Hiroaki, Kiuchi, Tenno

Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T


- PORTS -


* Consoles :

Sega Mega Drive (1992)


* Computers :

Sharp X68000 (1988)

$end

$info=chelnovj,
$bio

Atomic Runner Chelnov - Tatakau Ningen Hatsudensho (c) 1988 Data East.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Fighting Human Power Plant'.


This game is known outside Japan as "Atomic Runner Chelnov - Nuclear Man, The Fighter".


Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- UPDATES -


The US version & the Japanese version of Chelnov have different gameplay.


- STAFF -


Program : Inoue, Akiyama, Haga

Hard : Shinozaki

Sound : Hara, Yoshida, Kiuchi, Tenno

Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T


- PORTS -


* Consoles :

Sega Mega Drive (1992)


* Computers :

Sharp X68000 (1988)

$end

$info=aurail,auraila,
$bio

Aurail (c) 1990 Sega / Westone.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- STAFF -


Chief programmer : Takanori Kurihara

Sprite designer : Masanori Yoshihara

BG designers : Hiromi Kurihara, Maki Ohzora

Music composers : Sinichi Sakamoto, Napalm Hiromitsu

Assistant director : Yoshihisa Shimizu

Programmer : Naoki Hoshizaki

CG designers : Mina Morioka, Susumu Konno, Tomoko Nakayama

Supervisor : Michishito Ishizuka

CG operater : Yutaka Hirata

Director : Ryuichi Nishizawa

$end

$info=av2mj1bb,
$bio

AV2 Mahjong No.1 Bay Bridge no Seijo (c) 02/1991 Miki / AV Japan.


A mahjong game utilizing prerecorded tape to show you your prizes!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Adult Video Mahjong No. 1 Blessed Lady of the Bay Bridge'.


- SERIES -


1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)

2. AV2 Mahjong No.2 Rouge no Kaori (1991)

$end

$info=av2mj2rg,
$bio

AV2 Mahjong No.2 Rouge no Kaori (c) 1991 Miki / AV Japan.


A mahjong game utilizing prerecorded tape to show you your prizes!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese a 'Adult Video Mahjong No. 2 Rouge Fragrance'.


- SERIES -


1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)

2. AV2 Mahjong No.2 Rouge no Kaori (1991)

$end

$info=avalnche,
$bio

Avalanche (c) 04/1978 Atari.

Game ID : 030574


Grab your spinners kids, because this is a paddle game. The top of the screen is filled with rocks, while the bottom half has five buckets (stacked on top of each other), that you control with your paddle. Rocks begin falling from the top of the screen, and you have to catch them in your buckets. The game ends when you miss three rocks. After a little while sections of your bucket vanish, and the remaining sections become thinner, this keeps up until you only have a single bucket segment, which is only a few pixels wide.


- TRIVIA -


Avalanche shipped in a cool looking black and white cabinet. It has three-color painted sideart which shows a group of falling boulders. This title does not have a marquee, instead the monitor bezel extends all the way to the top of the cabinet (this game was seldom converted because of that). The monitor bezel is decorated with a brownish scene of dirt and rocks, and has a clear semi-circular are that shows the black and white monitor within. The game uses a set of color overlays to simulate color on the otherwise monochrome screen. The control panel is decorated with a brown overlay showing large cracks in the earth, and it has a single optical spinner mounted in the center, with buttons far off to each side. 


- STAFF -


Designed and programmed by : Dennis Koble

$end

$info=avengers,avenger2,
$bio

Avengers (c) 02/1987 Capcom.


- TRIVIA -


This game is known in Japan as "Hissatsu Buraiken".


This game runs on the "Section Z" hardware.


- STAFF -


Direction : Piston Takashi

Game planning : Moomin Hiroyuki

Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi

Program : Popo Yumiko

Hard planning : Mokkori Masa

Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro)

$end

$info=avengrgs,
$bio

Avengers In Galactic Storm (c) 1995 Data East.

Game ID : MCG


18 3-D rendered Marvel Comics characters battle in this one-on-one fighting game featuring 16 stages. Each character has four helper characters that can be brought into play.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the Data East MLC System hardware.

$end

$info=avspirit,
$bio

Avenging Spirit (c) 05/1991 Jaleco.


Talk about lousy days! During a walk with your girlfriend you are ambushed by unknown guys who take your girl away and shoot you dead! Now, as a wandering spirit with the ability to possess almost anybody you come across, you are summoned by your girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage so that you can rest in peace. Features colourful cartoony graphics, decent music & sound effects, lots of variety (since you can possess any enemy except bosses!) and classic platform action.


- TRIVIA -


This game is known in Japan as "Phantasm".


This game runs on the Jaleco Mega System 1-B system hardware.


- TIPS AND TRICKS -


* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending.


- STAFF -


Total planner : Toku

Game designer : Myaa

Programmer : T. Hata

Character designers : Sanbo, H. Mamoru

B.G. designers : Seven Star, C 57

Sound producer : Tykoon Mori

Sound composer : Studio O. K.


- PORTS -


* Consoles :

Nintendo Game Boy (1992)

$end

$info=aztarac,
$bio

Aztarac (c) 1983 Centuri.


The actual game has you piloting a little space tank. The tank and its turret are controlled independently, which allows you to move in one direction while shooting in another. Your mission is to guard various space outposts from hordes of incoming enemy ships. Each level will have several outposts all clustered together in the center. If an enemy ship touches an outpost, then the outpost is destroyed. You can activate a long range scanner by using your second button. This allows you to locate enemies before they get close, that way you can fly off and get them before they even have a shot at the outposts.


- TRIVIA -


The designer/programmer Tim Stryker committed suicide in the hills of Colorado in October of 1996 for unknown reasons.


It has been said that only 500 units were built.


Aztarac was only available in an upright dedicated cabinet. You might remember this title as the game that had a round plastic bubble over the monitor. Basically the monitor bezel stuck out towards the player. This provided a nice 'warp' effect on the center area of the game. The marquee simply had a yellow 'Aztarac' logo floating over a blue grid. The control panel had similar grid graphics and featured an analog joystick that had two buttons, along with an optical spinner. The sideart on this title was a painted Aztarac logo, along with a geometric spaceship, and a whole bunch of stripes. This sideart is easily repaintable due to the simple design.


Internally the game used a Wells Gardner 19K6401 color X-Y monitor. This monitor was prone to early failure, as were all X-Y monitors. The game code itself ran on an 8 Mhz 68000 processor, and had some really good vector hardware that was capable of drawing solid vectors.


- TIPS AND TRICKS -


* Programmer's Name : Spinning the spinner at a high rate during parts of the attract-mode will result in the programmer's name (Tim Stryker) appearing in approximately 3-inch-high letters across the center of the screen.


- STAFF -


Designed and programmed by : Tim Stryker

$end

$info=azurian,
$bio

Azurian Attack (c) 1982 Rait Electronics.

$end

$info=bwing,
$bio

B-Wings (c) 1984 Data East.


- TRIVIA -


This game is known outside Japan as "Battle Wings".


Game programmer used a Millennium 95085 Microsystem Emulator to program this game.


- STAFF -


Game programmer : Akira Sakuma


- PORTS -


* Consoles :

Nintendo Famicom (1986)

$end

$info=botss,
$bio

B.O.T.S.S. - Battle Of The Solar System (c) 1992 Microprose.

$end

$info=brapboys,
$bio

B.Rap Boys (c) 1992 Kaneko.


A side scrolling beat-'em-up. Three characters, one on a skateboard, one on a bike and one on rollerskates fight various enemies. Features a large amount of sampled voices and several rap songs.

Controlled with an 8-way joystick and two buttons.


- SERIES -


1. DJ Boy (1989)

2. B.Rap Boys (1992)

$end

$info=bssoccer,
$bio

Back Street Soccer (c) 1996 SunA.


- TRIVIA -


Licensed to Unico for distribution.


Characters' sprites are clearly ripped from a SNK Neo-Geo MVS game called "Street Hoop", a basketball game from Data East.

$end

$info=backfire,
$bio

Backfire! (c) 1995 Data East.

$end

$info=baddudes,
$bio

Bad Dudes vs. Dragonninja (c) 04/1988 Data East.


The 'Bad Dudes' are government agents who fight against the 'Dragonninja' in order to save the President of the USA in this intuitive beat-'em-up.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Dragonninja".


Bad Dudes acquired cult status based on its tongue-in-cheek scenario... including a zany introduction by a Secret Service agent :

'President Ronnie has been kidnapped by the Ninjas. Are you a bad enough dude to rescue Ronnie?'

After saving the President, Reagan appears in the Oval Office and delivers this line :

'Hey Dudes Thanks, for rescuing me, Lets go for a burger... Ha ha ha ha!'


The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around!


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


A Bad Dudes vs. Dragonninja unit appears in the 1990 movie 'Robocop 2'.


- STAFF -


Planner : Makoto Kikuchi

Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi

Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi

Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)


- PORTS -


* Consoles :

Nintendo Famicom (1989)


* Computers :

Commodore Amiga (1989)

Atari ST (1989)

Commodore 64 (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Apple II

$end

$info=badlands,
$bio

Bad Lands (c) 1989 Atari Games.

Game ID : 136074


In the near future, the main sport is combat-geared sprint racing between road warriors in souped-up vehicles. There are no rules so any weapon may be used, any dangerous site might be the next racing track and anyone might be the next road warrior. Features addictive gameplay and plenty of options to customize your racing machine. Come on, join the race if you dare!


- STAFF -


Staff : Norm Avellar, Sam Comstock, Brad Fuller, Tim Hubberstey, Glenn McNamara, Kris Moser, John Paul, Kelly Turner, Wade Winblad


- PORTS -


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Atari ST (1990)

Commodore Amiga (1990)

Amstrad CPC

$end

$info=bagman,bagmans,bagmans2,bagmanmc,
$bio

Bagman (c) 1982 Valadon Automation.


The player manoeuvres 'Le Bagnard' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine.

Controlled with a 4-way joystick and one button.


- TRIVIA -


Also licensed to Stern for US distribution (01/1982).

This game is known in France as "Le Bagnard".


- SERIES -


1. Bagman (1982)

2. Super Bagman (1984)


- PORTS -


* Computers :

Commodore C64 ("Bagitman")

Commodore C64 ("Gilligan´s Gold")

$end

$info=bagnard,bagnarda,
$bio

Le Bagnard (c) 1982 Valadon Automation.


The player manoeuvres 'Le Bagnard' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine.

Controlled with a 4-way joystick and one button.


- TRIVIA -


The title of this game translates from French as 'The Convict'.


This game is known outside France as "Bagman".


- SERIES -


1. Le Bagnard (1982)

2. Super Bagman (1984)


- PORTS -


* Computers :

Commodore C64 ("Bagitman")

Commodore C64 ("Gilligan´s Gold")

$end

$info=bakatono,
$bio

Baka Tono-sama Mahjong Manyuki (c) 12/1991 Monolith.

Game ID : 0036


Early Neo-Geo mahjong game with a somewhat comical medieval Japanese setting.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Stupid Feudal Lord's Mahjong Travelogue'.


This game runs on the SNK Neo-Geo MVS hardware.


Baka Tono-sama is a character created by famous Japanese comedian Ken Shimura. The character of Baka Tono-sama is a parody of a feudal Japanese lord. His name translated means 'Stupid Feudal Lord'. Both Baka Tono-sama and his creator Ken Shimura are extremely popular in Japan.

$end

$info=bakubaku,
$bio

Baku Baku Animal (c) 1996 Sega.


A "Columns" style puzzle game where you attempt to line up blocks featuring the animal's favorite food. When this happens, the animal eats the food causing the other player to receive more blocks.


- TRIVIA -


The title of this game translates from Japanese as 'Gobble Gobble Animal'.


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1996)

Sega Game Gear


* Ohers :

Mobile phones (2002)

$end

$info=bakubrkr,
$bio

Bakuretsu Breaker (c) 1992 Kaneko.


- TRIVIA -


The title of this game translates from Japanese as 'Exploding Breaker'.


This game is known outside Japan as "Explosive Breaker".


- STAFF -


Program : Y. Shintani, S. Igarashi

Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue

Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura

Hardware : H. Morinaga

Tools : F. Komori, Y. Higashino

Technical advice : M. Kanaoka

Debugging : A. Takahashi, Y. Yamazaki, Y. Ozaki, N. Tada

Management : N. Tanaka

Producer : Hiroshi Kaneko

$end

$info=bkrtmaq,
$bio

Bakuretsu Quiz Ma-Q Daibouken (c) 1992 Namco.


A Japanese quiz with a safari / anti-terrorist theme.


- TRIVIA -


The title of this game translates from Japanese as 'Magical Q Great Adventure Exploding Quiz'.


This game runs on a Namco System NA-1 hardware.

$end

$info=bakutotu,
$bio

Bakutotsu Kijuutei - Baraduke 2 (c) 1988 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Bomb Thrust Machinegun Vessel'.


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988.


- SERIES -


1. Baraduke (1985)

2. Bakutotsu Kijuutei - Baraduke 2 (1988)


- STAFF -


Music composed by : Norio Nakagata, Takane Okubo

$end

$info=balcube,
$bio

Bal Cube (c) 07/1996 Metro.

$end

$info=ballbomb,
$bio

Ballon Bomber (c) 03/1980 Taito.

Game ID : TN

$end

$info=ballbros,
$bio

Ballon Brothers (c) 1992 East Technology.


- TRIVIA -


This game runs on the Taito X System hardware.

$end

$info=jumpshot,
$bio

Bally Midway's Jump Shot (c) 1989 Bally Midway.


- TRIVIA -


Like "Shoot The Bull", Jump Shot was a 'kit game' designed to drop into a Pac-man cabinet using the "Pac-man" hardware.


- STAFF -


Lead Programmer : Gary Oglesby

Artist / Animator : Brian Colin

$end

$info=baluba,
$bio

Baluba-Louk no Densetsu (c) 1986 Able.


- TRIVIA -


The title of this game translates from Japanese as 'Legend of Baluba-louk'.


For your information, Baluba-louk was discovered in 1985 :).


- PORTS -


* Consoles :

Nintendo Famicom ("Aigiina no Yogen - From the Legend of Baluba-louk")

$end

$info=bandido,
$bio

Bandido (c) 01/1980 Exidy.


Controlled with two 8-way joysticks and one button.


- TRIVIA -


After "Sheriff"'s release by Nintendo in 1979, it was licensed to Exidy for re-release as Bandido in 1980.

$end

$info=bang,
$bio

Bang (c) 1998 Gaelco.


- TRIVIA -


This game is known in Japan as "Gun Gabacho".


This game runs on the Gaelco GG-1v hardware.

$end

$info=bangball,
$bio

Bang Bang Ball (c) 1996 Banpresto / Kunihiko Tashiro + Good House.


Two skateboarding mouse dudes must face many strange puzzle challenges in order to rescue their girl who has been abducted by a nasty gang of cats! Features colourful graphics and interesting game mechanics. Care to have a ball of a good time? :)

Controlled with an 8-way joystick and three buttons.


- STAFF -


Producer : Suzuki

Game designer : Darma

Directior : Ochi

Character designer : Kunihiko Tashiro

Graphics desiners : Mao, Shibata, Yoshimura, Rie

Programmer : Machine Fire

Sound designer : Efa

Instruction card : Wyvern

$end

$info=bangbead,bangbedp,
$bio

Bang Bead (c) 05/2001 Visco.

Game ID : 0259


A modern "pong"-like game with selectable characters.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Battle Flip Shot (1998)

2. Bang Bead (2001)


- STAFF -


Director : Tenzi

Programmers : Bilgo Baggins (Code), Ana (Minarai)

Graphic designers : Naka, Ber, Kan, Oka, Stickman (Swordman)

$end

$info=bankp,
$bio

Bank Panic (c) 12/1984 Sega.


As the sharpshooting sheriff in the white hat, (the hero ALWAYS wears the white hat!), you must protect the town's local bank and the good-willed customers from nasty masked bank robbers! Fast reflexes are a must in this simple yet frantic game that will indeed put your hand-eye coordination to the test!!!

Controlled with a 2-way joystick and three buttons.


- TRIVIA -


Sanritsu is the actual developer of this game, and Sega produced and distributed it. In fact, if you look through the graphical data, you can see Sanritsu's logo amongst the different tiles and sprites.


- PORTS -


* Consoles :

Sega Master System (1987)


* Computers :

Amstrad CPC (1986, "Westbank")

Commodore C64 (1986, "Westbank")

MSX

$end

$info=baraduke,baraduka,
$bio

Baraduke (c) 07/1985 Namco.


- TRIVIA -


This game is also known as "Alien Sector".


This game runs on the "Pac-Land" hardware.


- SERIES -


1. Baraduke (1985)

2. Bakutotsu Kijuutei - Baraduke 2 (1988)


- STAFF -


Sound composer : Yuriko Keino, Norio Nakagata


- PORTS -


* Consoles :

Sony PlayStation (1997, "Namco Museum Vol.5")


* Computers :

Sharp X68000 (1995)

$end

$info=barricad,
$bio

Barricade (c) 1976 RamTeK.


- TRIVIA -


This game is also known as "Brickyard".


- SERIES -


1. Barricade (1976)

2. Barricade II

$end

$info=barrier,
$bio

Barrier (c) 08/1979 Vectorbeam.


The basic idea behind Barrier is that you have to move your little marker to the end of a grid, while avoiding the other markers. Actually that is the only idea. The game is played on a 3x9 grid that is displayed at angle to make it appear to be in 3-D. You move your little triangle around on the grid by using 4 buttons, while attempting to avoid the little diamonds that are also moving around on the grid. Reaching the end of the grid teleports you back to the front of the grid.


- TRIVIA -


The second programmer hired by Tim Skelly, Rob Patton, was only 17 when he joined Cinematronics. This game is very reminiscent of the old Mattel hand-held football games from the late 70's. The gameplay is not as deep, though :o). Vectorbeam didn't have a game to ship after "Speed Freak" and needed a product to sell so Cinematronics sold them "Barrier" and in the words of Tim Skelly, 'laughed our asses off about it'.


Barrier ran on the Cinematronics hardware platform, which also ran such games as "Warrior", "Speed Freak", and "Star Hawk". It used a huge X-Y monitor that was almost entirely covered with a monitor bezel that only allowed the small triangular playfield to show through. Around 70 percent of the monitor's total area was hidden from the player. The monitor was too large for the cabinet, it actually poked out through a notch in the back door. The control panel featured a start button and four directional buttons, even though this title would have been better with a 4-Way joystick. The sideart shows a picture of a blue wizard who has the playfield of the game as his body, and the same wizard is repeated on the monitor bezel that blocks out most of the screen. This game used the same cabinet as "Speed Freak", which means it had a metal marquee that did not light up. The marquee graphics were also repeated directly below the control panel, just in case you didn't see them on top of the machine.


- STAFF -


Designed and programmed by : Rob Patton

$end

$info=bstars2,
$bio

Baseball Stars 2 (c) 04/1992 SNK.

Game ID : 0041


A comical baseball game.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Baseball Stars - Be a champ! (1989, Nintendo Famicom)

2. Baseball Stars Professional (1990)

3. Baseball Stars 2 (1992)


- STAFF -


Producer : Eikichi Kawasaki

Planner : Pu-Ken 2020

Programmers : To-Chan, Nakamura-Q

Design chief : Miki, Y. Kawase

Designers : Masami.T, Kiku-Bee, Riding Monkey Gogo, Kazunori, G.O.N., Great King Yasu

Sounds : Papaya, Konny


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=bstars,
$bio

Baseball Stars Professional (c) 04/1990 SNK.

Game ID : 0002


A comical baseball game.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Extra Players And Teams : If you beat all of the other teams, a pennant extra players or an extra team will be unlocked.


- SERIES -


1. Baseball Stars - Be a champ! (1989, Nintendo Famicom)

2. Baseball Stars Professional (1990)

3. Baseball Stars 2 (1992)


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=basebal2,
$bio

Baseball The Season II (c) 06/1987 Cinematronics.


- SERIES -


1. World Series - The Season (1985)

2. Baseball The Season II (1987)

3. Super Baseball Double Play Home Run Derby (1987)

4. Strike Zone Baseball (1988)

$end

$info=bsktball,
$bio

Basketball (c) 05/1979 Atari.

Game ID : 034756-034766


- TRIVIA -


A Basketball unit appears in the 1982 movie 'Tron'.


- STAFF -


Designed and programmed by : Chris Downend

$end

$info=batman,
$bio

Batman (c) 04/1991 Atari Games.

Game ID : 136085


Batman must save Gotham City from The Joker in this action game. Featuring stages with the Batmobile and the Batwing.

Controlled with a 4-way joystick and two buttons.


- TRIVIA -


Batman was produced by Numega team.


The storyline is based on the 1989 movie of the same name directed by Tim Burton. This game features realistic sounds and voices from the movie.


This game was only released as a conversion kit. Rumor has it that 1000 were made.


- TIPS AND TRICKS -


* When you push the test mode button, go to game options and set difficulty to Easy. Exit the test mode by pushing the test mode button. While in Gotham City (stage 1), enemies do not come out of the door, but they will again in later stages.

$end

$info=batmanfr,
$bio

Batman Forever (c) 1996 Acclaim.


A side scrolling beat-'em-up game. The player controls either Batman or Robin through various stages that include battling Two-Face and The Riddler. The intermission features digitized voices from the actors and photos from the 1995 movie of the same name.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The game was designed by Iguana Entertainment.


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1996)


* Computers :

PC [MS-DOS / Windows, CD-ROM] (1996)

$end

$info=batman2,
$bio

Batman Part 2 (c) 1981.


- TRIVIA -


This game is a bootleg of "Phoenix".


- UPDATES -


Batman Part 2 has different colors, music and sounds than "Phoenix".

$end

$info=batsugun,batugnsp,
$bio

Batsugun (c) 02/1993 Toaplan.

Game ID : TP-030


- TRIVIA -


The title of this game translates from Japanese as 'Distinguished'.


Licensed to Taito for world distribution and to Unite Trading for Korea.


This is the last shoot-'em-up and the first 'non-endless' game by Toaplan. A special version of Batsugun existed, originally it was only for the AOU show (Arcade Operators Union, an arcade game show held in Japan every year) and not for sale. After the Toaplan bankruptcy, the board started to appear on the second hand market.


Heralded by some as the first 'manic shooter', Batsugun involved employees who would go on to form and work at Cave and continue to work in this subgenre. Batsugun saw an evolution in the use of complex bullet and enemy patterns and player fire power and hit-box.


- UPDATES -


In the special version :

* Differents colours for all stages.

* Some sprites have different colors.

* The title screen/demo & the ship selection screen have different colors.

* The 4-lap end is different.

* The power-ups are different.

* The collision detection area is tighter than the original.

* The smart-bombs are bigger and nicer looking. They also do more dammage.

* You get 8 credits instead of 4 to complete the game.

So basically the "Special ver." is an easier version.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Excecutive producer : Yuko Tataka

Programmers : Suki! Suki! Kohchan No-Make, Sigue Hayasato, Ikeda In Naeba, Yoshitatsu Sakai (the 3rd)

Graphic design : Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun)

Characters designed by : Junya Inoue (Joker Jun)

Musics composed by : Yoshitatsu Sakai (the 3rd)


- PORTS -


* Consoles :

Sega Saturn (1996) : including normal and special version.

$end

$info=battlnts,battlntj,
$bio

Battlantis (c) 07/1987 Konami.

Game ID : GX777


- TRIVIA -


This game runs on the "Blades of Steel - The Supreme Hockey Challenge" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.

$end

$info=ts2,ts2j,
$bio

Battle Arena Toshinden 2 (c) 11/1995 Takara / Tamsoft.


A 3-D weapons-based fighting game featuring 15 fighters (eleven main fighters, two hidden fighters, two bosses) and revolving camera angles.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


Licensed to Capcom for distribution.


This game runs on the Sony ZN-1 hardware.


- SERIES -


1. Battle Arena Toshinden (1994, Sony PlayStation)

2. Battle Arena Toshinden 2 (1995)

3. Battle Arena Toshinden 2 Plus (1996, Sony PlayStation)

4. Battle Arena Nitoshinden (1996, Sony PlayStation)

5. Battle Arena Toshinden Remix (1996, Sega Saturn)

6. Battle Arena Toshinden URA - Ultimate Revenge Attack (1996, Sega Saturn)

7. Battle Arena Toshinden 3 (1997, Sony PlayStation)

8. Battle Arena Toshinden 4 (1999, Sony PlayStation)


- PORTS -


* Consoles :

Sony PlayStation (1996)


* Computers :

PC [CD-ROM, Windows](1996)

$end

$info=bbakraid,bbakradu,
$bio

Battle Bakraid (c) 04/1999 Eighting.

Game ID : ET68-V99


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Battle Bakraid Original Soundtrack - SGCD-0008) on 19/06/1999.


- UPDATES -


The 'Unlimited Version' (06/1999) has unlocking codes to gain access to five secret fighters and the special course.


- TIPS AND TRICKS -


* Ship Selection : At the ship select screen...

1) To select a 'main shot power type' fighter, select your ship with A button.

2) To select a 'Bomber power type', select your ship with B button.

3) To select a 'Side shot power type', select your ship with C button.

4) To select a 'Speed up type', select your ship with Start button.


* Phase 2 : To unlock 3 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start.


* Phase 3 : To unlock 2 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start (The entering of this code has to be finished before the counter passes 10).


* Special Course : Hold C button, insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, B, A, Start and release C button.


* Team Edit : Insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, A, B, Start (The entering of this code has to be started after the counter passes 10).


* Stage Edit : Start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneaously.


* Score Mode : To show up score calculations, start from anywhere in the game, hold C button and tap Joystick Up (To leave the score mode, re-enter the code).


- SERIES -


1. Battle Garegga (1996)

2. Battle Bakraid (1999)


- STAFF -


Program 68000 Side : Shinobu Yagawa

Program Z80 Side : Tatsuya Uemura

Music composed by : Atsuhiro Motoyama

$end

$info=batlball,batlbala,
$bio

Battle Balls (c) 1995 Seibu Kaihatsu.


- TRIVIA -


Licensed to Tuning for German distribution and to Metrotainment for Asian distribution.


This game is known in Japan as "Senkyu".


This game runs on the Seibu SPI Hardware.

$end

$info=bchopper,
$bio

Battle Chopper (c) 12/1987 Irem.


- TRIVIA -


This game is known in Japan as "Mr. Heli no Daibouken".


This game runs on the Irem M-72 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- STAFF -


Staff : Y. Tagami, Yoriko Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S


- PORTS -


* Computers :

Atari ST (1989, "Mr. Heli")

Commodore C64 (1989, "Mr. Heli")

Sinclair ZX Spectrum (1989, "Mr. Heli")

Commodore Amiga (1989, "Mr. Heli")

Amstrad CPC (1989, "Mr. Heli")

$end

$info=batcir,batcira,batcirj,
$bio

Battle Circuit (c) 03/1997 Capcom.

Game ID : CP-S II No. 21


Five wacky colour-coded characters fight to arrest 'Dr. Saturn' and stop the 'Shiva System' from taking over the world! Earn money to buy special moves and power-ups.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Some of the game's characters seem to borrow moves & stuff from other Capcom games :


* Cyber Blue : His battle armor seems VERY inspired by the one used by "Captain Commando", also his Cyber Cannon is reminiscent of Iron Man's Proton Cannon in "Marvel Super Heroes".


* Captain Silver : One of his special attacks is clearly based on Iceman's Artic Attack in "X-Men - Children of the Atom".


* Yellow Iris : Her Speed Up power attack is based on Psylocke's Gem Ability in "Marvel Super Heroes" in which she summons copies of herself that attack enemies.


* Pink Ostrich : She borrows LOTS of moves from Zelkin Fiskerkogen, the bird alien from "Star Gladiator - Episode :I Final Crusade". Also her anklet is quite reminiscent of the spiky bracelets that Chun-li wears in the Street Fighter games.


* Alien Green : His jump & slam throw is clearly based on Haggar's Pile Driver in "Final Fight".


- STAFF -


Planner : Burns Fuji, Dave Matumoto, Ryozo Tsujimoto, Satoshi.M

Program designers : T. Ueno, Batayon, HDO, Dress

Character graphics : Nakamu->, Pinopu, Ino, Hana Kimo Komo, Shinya Kitamura, M. Nakatani, Yorio, Dekao, Dai, T.Ohsumi, Takep, Michiru

Title design : Shoei

Arts : Hiroki Ohnishi, Yamamoto Kouji, Nakamura Takako, Hirokazu Yonezuka, Nissui Asae, Nukeo, Hiro, Tokio.N

Sound effects : Hachibee

BGM : Syun Nishigaki (Kobekko)

All sound produced by Arcade Sound Team.

Voices : Toshiyuki Morikawa, Takashi Nagasako, Kouji Tobe, Miyuki Yamamoto, Jin Yamanoi, Miki Yoshino

Producers : Tomoshi Sadamoto, Ken Kun

General producers : Noritaka Funamizu, Yoshiki Okamoto

$end

$info=battlex,
$bio

Battle Cross (c) 1982 Omori Electric.


- PORTS -


* Computers :

MSX

$end

$info=bcruzm12,
$bio

Battle Cruiser M-12 (c) 1983 Sigma Enterprises.

$end

$info=btlfield,
$bio

Battle Field (c) 11/1987 Alpha Denshi.

Game ID : Alpha-68K96II 'BT'


Travel throughout various time periods to save your fellow comrades. Collect power-ups to help you defeat a variety of enemies and end-bosses.

Controlled with 8-way rotary joysticks to allow the player to fire in a variety of directions and two buttons.


- TRIVIA -


Licensed to SNK.


This game is known in US as "Time Soldiers".


The game contains a horrible original bug : When you put the 'English language' on using the dipswitch the title screen becomes totally broken.


- UPDATES -


In "Time Soldiers", the highscore table contains different name entries than Battle Field.


- STAFF -


Director : Kyuko Ozutumi

A.D & design : Tomoharu Takahasi

Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono

Music programmer : S. Hagitani

Music : Yuka Watanabe

Programmers : Hideo Kamera, Hiroyuki Ryu

$end

$info=flipshot,
$bio

Battle Flip Shot (c) 12/1998 Visco.

Game ID : 0247


A modern "Pong"-like game with selectable characters.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Battle Flip Shot (1998)

2. Bang Bead (2001)

$end

$info=battleg,battlega,battlegb,battlegc,
$bio

Battle Garegga (c) 02/1996 Raizing / Eighting.

Game ID : RA9503


- TRIVIA -


Licensed to Tuning for Europe distribution, to Fabtek for USA and to Metrotainment for Hong Kong.


Shinseisha released a limited-edition soundtrack album for this game (Battle Garegga - GV-027(4-88199-284-8)) on 30/09/1996.


- UPDATES -


* VER. Sat Feb 3 1996 :

First official version.

Distributed in Japan, USA, Europe and Asia.


* VER. Sat Mar 2 1996 :

The titlescreen says 'Battle Garegga - New version'.

Distributed in Austria and Hong Kong.

Most of the bullets are changed to yellow spheres.

'Stage select' and the 3 additional game-mode select secrets removed.


* VER. Tue Apr 2 1996 :

The titlescreen says 'Battle Garegga - Type 2'.

Distributed in Denmark and China.

Most of the bullets are changed to yellow spheres.

'Stage select' and the 3 additional game-mode select secrets removed.


- TIPS AND TRICKS -


* Ship Selection : At the ship select screen...

1) To select a 'Normal power type' fighter, select your ship with A button,

2) To select a 'Speed Up power type', select your ship with B button,

3) To select a 'Shot power type', select your ship with C button,

4) To select a 'Speed up & Shot power type', select your ship with A+B+C button.


* Mahou Daisakusen Character : Insert a credit, at the title screen press Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start.


* Extended Mode : Insert a credit, press and hold A and press Start (This code does not work with the type-2 version).


* Harder Mode : Insert a credit, press and hold B and press Start (This code does not work with the type-2 version).


* Stage Edit : Insert a credit, press and hold C and press Start (This code does not work with the type-2 version).


* Unlock Special mode (Combines extended, stage edit and harder modes) : Insert a credit, press and hold A+B+C and press Start (This code does not work with the type-2 version).


* Hint : Destroy bridges and buildings!! Use your smartbombs to destroy bridges and buildings. They often contain large numbers of score medals.


- SERIES -


1. Battle Garegga (1996)

2. Battle Bakraid (1999)


- STAFF -


Director : Kazuyuki Nakashima

Programming 68000 Side : Shinobu Yagawa, Yasunari Watanabe

Programming Z80 Side : Yuichi Ochiai

Graphics : Shinsuke Yamakawa, Mitsuakira Tatsuta

Sound effects : Manabu Namiki

Test players : Mr. Daigoro, Marika F.


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=btlkroad,
$bio

Battle K-Road - Multi Style Fighting Tournament (c) 01/1994 Psikyo.


Controlled with an 8-way joystick and six buttons.


- TRIVIA -


Licenced to Jaleco for US manufacture and distribution.


This game is based on the real K-Road Tournament.


- TIPS AND TRICKS -


* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- STAFF -


Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro

$end

$info=battlane,battlan2,battlan3,
$bio

Battle Lane! Vol. 5 (c) 1986 Technos.


- TRIVIA -


The actual licensing of the game went from Taito to Tecmo who further licensed the title to Romstar. This was a common distribution technique for games which were perceived as being 'second tier' or less when compared to 'hit' games. The game is still great fun and is, unfortunately, underappreciated.


While popular history seems to think that Data East designed the game (because the pinout matches Data East pinouts) the internals of the two 6809 processors appear to be a little more complicated than that. The design internally is rather Machivellian. It seems almost like it was created by a hardware designer who did not like software programmers!

$end

$info=atlantis,atlants2,
$bio

Battle of Atlantis (c) 1981 Comsoft / Game World.


- TRIVIA -


This game runs on the "Scramble" hardware.

$end

$info=battlera,
$bio

Battle Rangers (c) 02/1989 Data East.


Two lone commandos take on an entire army with guns, knives, fists and whatever else might be laying around.


- TRIVIA -


This game is known in US as "Bloody Wolf" and in Japan as "Narazumo Sentou Butai - Bloody Wolf".


- STAFF -


Game designer : Yoshiaki Honda

Game programmers : Takaaki Ioue, Souichi Akiyama

Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man

Sound team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa

Hardware : Tomotaka Osada

$end

$info=bshark,bsharkj,
$bio

Battle Shark (c) 1989 Taito.

Game ID : C34


- TRIVIA -


This game runs on the Taito Z System hardware.


- STAFF -


Direction : Captain Imamura, Ichiro Fujisue

Game design : Atsushi Yamamoto

Software : Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata

Art design : Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20

Mechanic : Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda

Cabinet : Atsushi Iwaoka

Hardware : Eikichi Takahashi, Katsumi Kaneoka

Sound and Music (Zuntata) : Yasuko Yamada (Devil Yamada), Hidehito Kitamaru

$end

$info=bwings,batwings,
$bio

Battle Wings (c) 1984 Data East.


- TRIVIA -


This game is known in Japan as "B-Wings".


Game programmer used a Millennium 95085 Microsystem Emulator to program this game.


- STAFF -


Game programmer : Akira Sakuma

$end

$info=bzone,bzonec,bzone2,
$bio

Battle Zone (c) 11/1980 Atari.

Game ID : 0364xx


- TRIVIA -


Battle Zone went into the arcades in 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training.


Battle Zone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's. Approximately 15,020 units were produced.


As Battle Zone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training. Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training.


* The Creation of Battle Zone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battle Zone, while Ed Rotberg was the principal programmer. Ed Rotberg : "Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.".

The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battle Zone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display. A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.".


The volcano erupting in the background was created by Owen Rubin (Major Havoc). Rubin pestered Rotberg to add the volcano but he was too busy to write the code and told Rubin that if he wanted the erupting volcano he'd have to write the code. The next morning, Rotberg walked in to a volcano erupting onscreen and the code listing on his desk.


* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battle Zone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, 'Why don't you make the volcano active?' I had enough to do just to make the game play. And everyday he would say 'You know, you really need to make that volcano active.' He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, 'You're a programmer. If you want the volcano active, you write the code and I'll put it in.' So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.".


Atari engineers were always amazed by the abilities of the players out in the arcades. Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and. . . the best player was seven. He was extraordinary and he was standing on a chair to reach the controls."


Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.".


* Popular from the Start As Battle Zone took shape, engineers in the lab wanted to play it, a lot. Ed Rotberg : "Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers." Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued :"The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff."


A Battle Zone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment).


In 1982, Atari released a set of 12 collector pins inluding : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- TIPS AND TRICKS -


* General Tank Strategy :

1) Enemy tanks have the same firing limitation that you do - the shot has to disappear out of range or hit something before they can fire again. This is the key - keep them missing and nail them before they can reload. Never sit still.

2) You have to get the enemy tank in front of you. Turn (in place) in the direction of the tank until you hear it shoot at you. As soon as you hear the shot, back straight up until you see the shot pass. Repeat this until the tank is visible. If the tank is close to you, it’s best to just back up without turning, until it's in your cone of vision. It won't be able to zero in on you if you keep moving.

3) If you hit a barricade while backing up, you have to react quickly to avoid getting shot. Move forward, then turn slightly and then keep backing up. If you're near the pyramid next to the short cube, you may get hung up between them. It's a good idea to know where they are and avoid them.

4) Once the tank is in front of you, if it's not facing you, just zero in on it and blow it away. If it is facing you (and coming at you) you may be able to get a barricade in-between it and you. If you can, the tank will run into it, then turn to avoid it. You can then nail it once it moves away from the barricade.

5) If you can't get a shot at a tank's side, check the next sections for tips on killing it head-on.


* Regular Tanks :

1) Drive towards it at an angle (never directly head-on). It won't be able to zero in on you. You may have to keep adjusting your course slightly as you go. Drive even with or slightly past it, pause a second, then back up a little, turn towards it and fire.

2) What happens is : as you pass the tank, it will turn towards you to track you, but you're moving faster than it can. When you back up again, it will still be facing where you were. It will usually fire at you and miss, giving you plenty of time to aim.


* Supertanks : Follow the same directions as for killing regular tanks, except don't pause when you pull side-by-side with it - immediately back up, turn and kill it. You may actually bump into the tank, but that's fine. It will shoot at you and miss (as long as you keep moving), giving you time to blow it away. Once you master the timing of this, tanks are a breeze.


* Missiles :

1) Missiles are tricky to get the hang of. The first one comes at you straight, so you can just back up in a straight line to kill it. The second group will straighten out near the end of their attack so you can do the same to them, although you’ll need a lot of room to back up. For the rest of the missiles, you have to get the hang of anticipating their flight pattern.

2) As soon as you hear the missile coming, start backing up and aim your tank so the missile will come down just to the left of the center of the screen (use the crosshairs as a guide). Keep backing up. The missile will zig-zag on the way to the ground, then go straight, go slightly to your left, then turn sharply right. Watch for that straight part of its flight, wait for the left turn, then when it turns to the right - fire. The missile will fly right into your shot. If you position your tank correctly when the missile comes down, you don't need to do any turning while you’re backing up. (You can also use this method for the second group of missiles, except you have to nail them early, before their flight pattern straightens out.)

3) If you miss, you may be able to dodge the missile by moving ahead and to the right, or if you started backing up soon enough, you may get off a second shot (it will repeat the straight-left-right pattern if given enough room).

4) This takes a bit of practice, but once you get into the rhythm, you can kill off missiles to your heart's content. Just watch out for barriers!


* Saucers : Don't go after saucers unless you know exactly where the enemy tank is, and can do so safely. If the enemy tank gets behind you, then don't chase a saucer down - the tank will shoot you in the back. During a missile attack, don't worry about the saucers at all. They'll just distract you.


* Miscellaneous : One of the cool tricks for Battlezone is trapping missiles. This can come in handy for hunting for saucers, or if you need to take a break. You need to get behind a tall barricade (the ones shaped like a refrigerator work best). When a missile attacks, get right up to the barricade. You need to position yourself so the saucer will jump up over the barricade (and you), as straight-on as possible. As soon as it's overhead, spin the tank in place to the right (clockwise). If you time it right, the missile won't be able to exit the radar screen and will be stuck behind you as long as you keep spinning. Now you can just keep spinning until a saucer happens by. If you stop turning to shoot it, the missile will escape, so try to shoot it on the fly. Eventually the missile will escape on its own, although you can delay it by backing up a little while spinning to keep it in range. In order to take a break while trapping a missile, you have to find a way to keep the controls in place so the tank continues to spin.


* Hint 1 : Free tanks are awarded at 15,000 and 100,000, missiles arrive after 10,000 and Supertanks show up after 20,000. This may change depending on how a machine is set up. Battlezone's score may wrap over at 10,000,000, but only three players know for sure (according to the Twin Galaxies scoreboard). Some time after 600,000 the Supertanks are replaced by the slower (lower scoring) regular tanks. This is a plus though, since it's safer to go after saucers. (I don't know if this switch is permanent, however.)


* Hint 2 : Between attacks, drive forward into an open area, so you have a clear space to move around in during the next attack. During missile attacks, you'll usually have to turn slightly to the right to position the missile correctly on the left side of the screen.


* Hint 3 : Keep an eye on the radar screen when a new tank appears, especially in the Supertank rounds. If the game puts one directly behind you, you have very little time to get away. Turn while driving away from it fast. Once you get clear, then you can back up and get it in front of you.


* Hint 4 : Practice shooting while turning. You can either practice on tanks (which is risky) or by shooting barricades between attacks. It's a handy skill to master.


- STAFF -


Project leader : Rick Moncrief

Programmed by : Ed Rotberg, Hans Hansen

Engineer : Jed Margolin

Mechanical engineer : Otto De Runtz

Technician : Erik Durfey


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari Lynx (1995, "Battlezone 2000")

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")


* Computers :

Commodore VIC20 (1983)

Atari ST (1986)

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=battroad,
$bio

The Battle-Road (c) 10/1984 Irem.


- TRIVIA -


This game runs on the Irem M-62 system hardware.

$end

$info=battlcry,
$bio

Battlecry (c) 1991 Home Data.


- STAFF -


Producer : Marshal

Planners : Marshal, Sion, Show, Miyazee

Programmers : Sion, Wadachi, Magician, Son of Sun, Pon, Kaz

Graphic designers : Show, Miyazee, Son of Sun

Sound : Tappy, H. Endoh

Engineers : Taroh, K. Azuma, Tara

$end

$info=battles,
$bio

Battles (c) 1983.


- TRIVIA -


This game is a bootleg of "Xevious".


- TIPS AND TRICKS -


* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Prease enjoy this game !' will appear on the screen.

$end

$info=btoads,
$bio

Battletoads (c) 1994 Rare.


Zitz, Rash and Pimple go through different scenes on a quest to defeat the Dark Queen and her pig-minions!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Electronic Arts by Rare Coins Games.


- STAFF -


Main program : Chris Sutherland

Additional programming : Mark Wilson

Game design : Gregg Mayles

Additional design : Kevin Bayliss, Chris Sutherland

Main character artist : Kevin Bayliss

Additional character artists : Keri Gunn, Gregg Mayles, Steve Mayles, Chris Peil

Main background artist : Kevin Bayliss

Additional background artists : Gregg Mayles, Steve Mayles, Chris Peil, Dean Smith

3D Computer models : Kevin Bayliss

Hardware concept : Chris Stamper

Hardware design and construction : Pete Cox, Chris Stamper

Audio software : Chris Sutherland

Music and sound effects : Dave Wise

Additional sound effects : Gregg Mayles, Chris Sutherland

Sound effect sampling : Dave Wise

Vocal effects : Kevin Bayliss, Mark Betteridge, Simon Farmer, Chris Peil, John Stamper, Louise Stamper, Chris Sutherland

Quality assurance : Simon Farmer, Gary Richards, Huw Ward

Original battletoads concept : Tim Stamper

Original battletoads design : Kevin Bayliss, Mark Betteridge, Tim Stamper

Produced by : Chris Stamper, Tim Stamper.

$end

$info=bayroute,bayrtbl1,bayrtbl2,bayrouta,
$bio

Bay Route (c) 03/1989 Sunsoft / Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- STAFF -


Program : Yoshitaka Kawabe

Design : Kazuyuki Sugiura, Rieko Sakai, Masayuki Aikawa

Sound : Vial music, Michie Takemori, Shinichi Seya

Director : Kiharu Yoshidaatsuura

$end

$info=bcstry,bcstrya,
$bio

BC Story (c) 1997 SemiCom.

$end

$info=beaminv,
$bio

Beam Invader (c) 19?? Tekunon Kougyou.

$end

$info=bbusters,
$bio

Beast Busters (c) 11/1989 SNK.

Game ID : A9003 'BB'


A city has been invaded by the undead, you as any of three soldiers must shoot & blast your way out or you'll become tonight's main course in this frantic first person shooter! Features excellent graphics and lots of challenge! No one knows how it happened but one thing is for sure, we'll risk our lives... and have lots of fun!


- TRIVIA -


A Beast Busters unit appears in the 1998 movie 'The Replacement Killers'.


- SERIES -


1. Beast Busters (1989)

2. Beast Busters - Second Nightmare (1999)


- STAFF -


President : Eikichi Kawasaki

Producer & Director : Hamachi. Papa

Designers : Mitsuzo.I, Ken, Muromoto, Sakai, Mioshi, Maeda, Fujiwara

Main programmer : Mr. SNK 25

Assistant programmer : Murano

Sound creators : Tarkun, Papaya

Hard creator : Ebara


- PORTS -


* Computers :

Atari ST (1990)

Commodore Amiga (1990)

$end

$info=beastf,
$bio

Beastie Feastie (c) 1984 Epos Corporation.


- TRIVIA -


This game is also known as "The Glob" and "Super Glob".

$end

$info=beastrzr,beastrzb,
$bio

Beastorizer (c) 1997 Eighting / Raizing.

Game ID : RA9701


Unleash the beast within! Take your pick from 8 unique fighters with the ability to morph into powerful werebeasts (wolf, lion, rabbit, tiger, mole, fox, gorilla & boar) and battle your way to reach the sinister Tylon Corporation's secret bioweapon : the deadly weredemon Uriko! Features solid 3-D graphics with awesome character designs, great sound effects & cool music, and a simple control scheme geared towards fast, agressive gameplay.


- TRIVIA -


Beastorizer is the game's arcade name, the home version is known as "Bloody Roar" (see Ports section for more info).


- SERIES -


1. Beastorizer (1997)

2. Bloody Roar 2 - Bringer of The New Age (1998)

3. Bloody Roar 3 (2001)


- STAFF -


Chief producer : Masato oyoshima

Producer : Kenji Kawase

Director : Susumu Hibi

Main programmer : Yuichi Ochiai

Programmers : Yasunari Watanabe, Takeshi Dodo, Kenji Shibayama

Planner : Seiya Yamanaka

Main graphic designer : Shinichi Ohnishi

Graphic designers : Mitsuakira Tatsuta, Shinsuke Yamakawa

Motion designers : Shinji Ohtomo, Koji Mandai, Kumi Sasaki, Tetsu Ozaki

Character designer : Mitsuakira Tatsuta

Sound composers : Atsuhiro Motoyama, Santaruru, Ken-ichi Koyano, Hitoshi Sakimoto, Masaharu Iwata, Tomoko Miyagi

Sound effects : Gen

Sound programmer : Yuichi Ochiai

Voice actors : Nobutoshi Hayashi, Fumihiko Tachiki, Ryo Horikawa, Mika Kanai, Scott McCulloch, Barry Gjerde, Samantha Vega

General producer : Tomonori Fujisawa

Test players : Takeshi Yamane, Masahiro Kitano, Satoru Tanikawa, Kazuyuki Yamamoto, Yuji Ishige, Joe Kitsukawa, Ryoji Sano, Shigeyuki Saitoh, Shinsiku Gotoh


* Hudson staff :

Executive producer : Naoyuki Tsuji

Chief producer : Kunji Katsuki

Producer : Atsushi Ikeda

Director : Kenji Fukuya


- PORTS -


Bloody Roar (1997, Sony PlayStation)

$end

$info=beathead,
$bio

Beat Head (c) 11/1993 Atari Games.


- TRIVIA -


At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. The game was intentionally surreal and is (to my mind) the only Atari game to use the sprite system to create full motion video until the Cojag era. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. As a consequence, Beat Head was written off as a tax loss and it was believed that all copies had been destroyed, this evidently was not the case.


The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'.

$end

$info=btchamp,
$bio

Beat The Champ (c) 1996 Konami.

Game ID : GV053

$end

$info=bm1stmix,
$bio

beatmania (c) 1997 Konami.

Game ID : GQ753


- TRIVIA -


This game runs on the Konami Bemani DJ-Main hardware. 'Bemani' is actually a play on words : BE (at) MANI (a).


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Director : Yuichiro Sagawa

Planners : Mizking, Takashi Hamano

Sound producers : Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi

Programmers : Takayuki Fukunaga, Hideki Hashimoto

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

CG designer : Mizking

Industrial designer : Isao Uehara

Graphic designer : Noriyuki Yokoki

Vocalist & rapper : Butcher "One Love", DJ Volcano, Chappy

Guiterist : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita

Dancers : Wan~chan, Nami

Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki

Producer : Koji Okamoto


- PORTS -


* Others :

LCD handheld game

$end

$info=bm2ndmix,bm2ndmxa,
$bio

beatmania 2nd MIX (c) 1998 Konami.

Game ID : GX853


- TRIVIA -


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Director : Yuichiro Sagawa

Planners : Mizking, Takashi Hamano

Sound director : Reo Nagumo

Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi

Programmers : Takayuki Fukunaga, Hideki Hashimoto, Youhei Shimizu

Sound data analizer : Koji Kazaoka, Ryuichi Nitta, Hiroki Koga

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

Cg designer : Mizking

Industrial designer : Isao Uehara

Product designer : Noriyuki Yokoki

Vocalist & Rapper : Butcher "One Love", DJ Volcano, Chappy, Co~key, Bombman

Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita

Dancers : Wan~chan, Nami

Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Kerry Nagai

Producer : Koji Okamoto

$end

$info=bm4thmix,
$bio

beatmania 4th MIX - The Beat Goes On (c) 1999 Konami.

Game ID : GX847


- TRIVIA -


This game runs on the Konami Bemani DJ-Main hardware.


- TIPS AND TRICKS -


* Complete Song List Choice Mode (including Hidden Songs) : All songs can be selected from the beginning in BASIC and HARD modes.

1) Insert coin(s).

2) Press 1-5-4-3-4-3-4-1-2-1-1-5-4-3-4-3-4-1-2-1-1 on the 2P keyboard (This is the notes from 'Deep In You').

3) Press Start while holding down Effect and buttons 2-4 on the 1P keyboard.


* Hidden Stages :

1) Insert coin(s).

2) Press 1-4-3-5-2-4-1-5 on the 2P keyboard (This is the notes from 'Paranoia Max').

3) Press Start while holding down the Effect button.


* Changing The Frame Colour : During MODE SELECT, pressing the Start button will change the screens frame colour with each press. Each press will change the frame to the following colours : Grey >> Gold >> Red >> Blue >> Green >> White >> Brown >> Scarlet >> Black >> Magenta >> Purple.


* Mirror Play :

1) Insert coin(s).

2) Turn the 2P turntable anti-clockwise three times.

3) Press Start.


* Random Play :

1) Insert coin(s).

2) Turn the 2P turntable clockwise three times.

3) Press Start.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer : Koji Okamoto

Director : Seiji Higurashi

Planner : Mizking F

Sound director : Takehiko Fujii

Sound superviser : Reo Nagumo

Programmer : Hideki Hashimoto

CG designers : Hotaru Komatsu, Hideko Shigeta, Mizking F, Satoshi Higashida (KCEJ), Hajime Yashiro (KCEJ)

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

Graphic designers : Noriyuki Yokoki, Mayu Sugiyama

Composers : Larry Dunn, GTS, Monday Michiru, Yasushi Kurobane, Takumi Iwasaki, Bebe, Hiroshi Watarai, Deep Emotion, Dj Oddball, Mitsukuni Murayama, Kouichi Yamasaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ)

NM Sequence unlimited (AMD), D&G Music Factory (AMD)

Sound data analyzer : Ryuichi Nitta

Vocalists & Rappers : Larry Dunn, Monday Michiru, Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson

Dancers : Nami, Wan-Chan

Mixing engineers : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)

Japanese-English translator : Justin Lazaroff

$end

$info=bm5thmix,
$bio

beatmania 5th MIX - Time To Get Down (c) 1999 Konami.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer : Koji Okamoto

Executive director : Seiji Higurashi

Director : Yuichiro Sagawa

Sound director : Takehiko Fujii

Sound superviser : Reo Nagumo

Programmers : Yohei Marufuji, Hideki Hashimoto

CG Designer : Tomoko Shiono

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

Graphic designer : Noriyuki Yokoki

Composers : GTS, BEBE, Hiroshi Watarai, DEEP EMOTION, DJ ODDBALL, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ), Toshiyuki Kakuta (KCEJ), NM SEQUENCE UNLIMITED (AMD), D&G MUSIC FACTORY (AMD),Hirosi Takeyasu, REGINA, PAPAYA, ULTIMATE HEIGHTS, CAPTAIN JACK, X-TREME, DIMITRI FROM PARIS, UTUMI, MIKIO ENDO

Sound data Analysers : Mitsukuni Murayama, Ryuichi Nitta

Vocalists & Rappers : Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson, Brenda Vaughn, ARGIE LANETTE PHINE, Linda Gish

Drummer : Kiyotaka Sugimoto

Dancers : NAMI, WAN-CHAN

Mixing enginners : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)

Japanese-English translator : Justin Lazaroff

$end

$info=bm6thmix,
$bio

beatmania 6th MIX - The UK Underground Music (c) 2001 Konami.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Exective producer : Fumiaki Tanaka

Producer : Yoshihiko Ota

Director : Kenji Togami

Sound director : Takehiko Fujii, Osamu Migitera

Programmers : Kenji Togami, Kazuyasu Kawamura, Takao Tada

CG Designer : Tomochika Moroe, Chihiro Inoue

Graphic designer : Noriyuki Yokoki

Composers : B.CHOYEK, Isao Saito, KEN Takizawa, Kiyotaka Sugimoto, KLUTE, Kouichi Yamazaki, M.MELITO & P.FINN, Mark Shrimpton, murumuru-kurotou, Naoki Maeda, Osamu Migitera, PARADOX, Takehiko Fujii, Tomosuke Funaki, TOTAL SCIENCE, Youhei Shimizu, Yuuki Kuromitsu

Sound data Analysers : Kiyotaka Sugimoto, Osamu Migitera, Takehiko Fujii, Youhei Shimizu

Mixing enginners : Miho Toyoda

Products support : Hachitaro Sato, Shinya Ishida, Tsuyoshi Nakano

Manual writer : Mika Sudo

$end

$info=bmcompmx,
$bio

beatmania Complete MIX (c) 1999 Konami.

Game ID : GX858


- TRIVIA -


This game is known in US as "hiphopmania Complete MIX".


This game runs on the Konami Bemani DJ-Main hardware.


- TIPS AND TRICKS -


* Complete Song List Choice Mode :

1) Insert your credits.

2) Hold down 1P buttons 1+4 and fully turn turntable clockwise once.

3) Hold down 1P buttons 2+5 and fully turn turntable clockwise once.


4) Hold down 1P button 4 and press START.

5) Release button 4 and press button 2.

If you did it right, you should be able to select all songs.


* Another Version :

1) During 'STAGE SELECT', turn the records and press buttons 2-4-2 in quick succession while they are turning.

2) Next, turn the records again and press buttons 4-2-4 in quick succession while they are turning.

3) Later, when 'hard house', 'hard techno' (Acid Bomb) or 'euro beat' are selected, 'Another' version can be played.


* Random Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-3-5-3-2


* Mirror Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-5-3-2-1


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer & Director : Koji Okamoto

Planner : Mizking

Sound director : Reo Nagumo

Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu

Programmers : Hideki Hashimoto, Takayuki Fukunaga

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)

Graphic designer : Noriyuki Yokoki

Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman

Sound tool programmer : Yohei Shimizu

Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita

Dancer : Wan-Chan, Nami

Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff


* Staff of PSX original songs 'Big Beat Mix' :

CG designer : Hajime Yashiro (KCE Japan)

Composers : Hiroyuki Togo (KCE Japan), Tappy

Lyricists : Fabienne Haber, Hiroyuki Togo

Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo

Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura

Guitarist : Hiroyuki Togo

Japanese-English translators : Kerry Nagai, Ikuzo Fujimura

Japanese-French translator : Fabienne Haber

$end

$info=bmcompm2,
$bio

beatmania Complete MIX 2 (c) 2000 Konami.

Game ID : GX988


- TRIVIA -


This game is known in US as "hiphopmania Complete MIX 2".


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer : Koji Okamoto

Director : Seiji Higurashi

Sound directors : Takehiko Fujii, Kiyotaka Sugimoto

Sound superviser : Reo Nagumo

Programmers : Yohei Marufuji, Masaru Nakamura

Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono

Hardware engineer : Masayuki Senami

Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura

Graphic designer : Noriyuki Yokoki

Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude

Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki

Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote

Drummer : Kiyotaka Sugimoto

Dancers : Nami, Wan~chan

Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)

Japanese~English translator : Justin Lazaroff

$end

$info=bmcorerm,
$bio

beatmania CORE REMIX (c) 2000 Konami.

Game ID : GXA05


- TRIVIA -


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer : Koji Okamoto

Director : Yuichiro Sagawa

Sound directors : Takehito Fujii, Reo nagumo

Programmers : Kenji Togami, Kazuyasu Kawamura

Cg Designers : Yukizumi Terao, Hotaru Komatsu, Megumi Kohayakawa

Dance performance : Tadasuke Iwasa and Ryoko Kiuchi (Brand-New Dance Market)

Graphic designer : Noriyuki Yokoki

Composers : B.Bandj, Hiroshi Takeyasu, Hiroshi Watanabe, Isao Saito, Ken Matsumoto, Kiyotaka Sugimoto, Kouichi Yamazaki, Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Tatsuya Furukawa (Good-Cool), Tatsuya Nishiwaki, Tomosuke Funaki, Youhei Shimizu, Yukihiro Fukutomi

Sound data analysers : Osamu Migitera, Reo Nagumo, Takehiko Fujii, Tomoyuki Uchida, Hiroki Koga, Takayuki Isikawa

Vocalists & Rappers & Scratch : Isao Saito, ICHe, B.Bandj, DJ Jun, Noriko Fukushima, R.C., Reika Morishita

Mixing engineers : akira Kusayanagi, Mitsuyasu Kaneko, Yoshiaki Onishi

Products supports : Shinya Ishida, Masayuki Senami, Tatsuya Kobayashi, Yoriyoshi Matsushita

$end

$info=bmdct,
$bio

beatmania Featuring Dreams Come True (c) 2000 Konami.

Game ID : GX995


- TRIVIA -


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. beatmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. beatmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Artist management : MS Artists Products, Inc.

Coordinator : Musical Station


* Konami Bemani Staff :

Producer : Koji Okamoto

Director : Yoshihito Kato

Sound producer : Reo Nagumo

Sound director : Kaoko Aoki

CG director : meg-KOHA

CG designers : Light Kisaragi, Hir-Pon, Shio

Programmer : MTSU

Sound data analizers : Takehiko Fujii, dJTAKA, Suji, Jun Wakita, Tomoyuki Uchida, Osamu Migitera

Graphic designer : Mayu Sugiyama


* KCEJ Staff :

Producers : Hideo Kojima, Noriaki Okamura

Director : Hajime Yashiro

Sound director : Hiroyuki Togo

CG designers : Atuko Ito, Masami Kawano

Programmers : Tetsuya Funakubo, Tan Yudon, Motoi Mizobe, Motoaki Nishino

Sound data analizers : oshiyuki Kakuta, Masashi Watanabe

Arranger : Hiroyuki Togo

Music designer : Toshiyuki Kakuta


* Sound Management Staff :

Coordinator : Sumiko Shindo (KME)

Licensing manager : Kazunari Okido (KME)

Japanese - English translator : Scotty D.


* Konami - Remix Sound Staff :

Producer : Seiji Okamoto (Hello good-bye)

Assistant producer : Takaaki Kondo (Hello good-bye)

Director : Koichi Tanaka

Guitar : Shingo Nakamura

Flute : Koji Orita

Engineers : Takeshi Inaba (Otoya), Masaaki Takahashi (Sonata Club)

Studio : Hiipo st., Sonata Club


* Game Version Mixing' Sound Staff :

Mixing engineers : Mitsuyasu Kaneko, Gonta Kawamoto (Studio Sunshine)

Studio : Studio Sunshine, Be Born Studio


* Narration Staff :

Recording engineer : Kenzo Miura (Video Sunmall)

Assistant engineer : Hiroyuki Sukano (Video Sunmall)

Special DJ : Lin Urashima

$end

$info=beezer,beezer1,
$bio

Beezer (c) 1982 Tong Electronic.


Players trap dangerous killer bees. The precise trackball control is used to maneuver through the honeycomb pushing gates to create six sided traps. The bees are lured into the trap and shut in. Eating bee eggs before they hatch gives Beezer super powers to eat bees. However, there are dangers of getting stung or trapped. A winning play strategy keeps players coming back to Beezer.

$end

$info=bel,
$bio

Behind... Enemy Lines (c) 1997 Sega.


- TRIVIA -


Developed by Real 3-D (a division of Lockheed Martin, see 'Staff' section for more info).


This game runs on the Sega Model 2C hardware.


- STAFF -


Producers : Shelia Burgess, Gene Lynch

Game director : Gene Lynch

Design directors : Gene Lynch, Bob Hichborn

Game programmers : Steven Woodcock, Dennis Butler, Lisa Spencer, Harry Wise

Asst. programmer : Tim Tisler

Set designers / 3D modelers : Bryan Tate, Christopher Bartlett, Rick Boyd, Bruce Robbins, Mark Ross

Animators / 3D modelers : Todd Palamar, Mike Bendele

Asst. Animator / 3D modeler : Larry Santaw

Graphic / Textures artists : Rik Levins, Bill Marimon

Asst. textures artist : Ron Wooddall

Art and design : John Nadeau

Sound design / Mix : Dorrie Batten

Sound implentation : Dorrie Batten, Harry Wise

Music composer : Fumio Itoh

$end

$info=blswhstl,
$bio

Bells & Whistles (c) 02/1991 Konami.

Game ID : GX060


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 jouney through a colorful world fighting to restore peace. Features colorful anime-style graphics, lots of power-ups and a fun challenge.


- TRIVIA -


This game is known in Japan as "Detana!! Twin Bee".


This game runs on the TMNT2 hardware.


King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.


- SERIES -


1. Twin Bee (1985)

2. Bells & Whistles (1991)

3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)


- STAFF -


Director : M. 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

$end

$info=benberob,
$bio

Ben Bero Beh (c) 1984 Taito.

Game ID : A26

$end

$info=berlwall,berlwalt,
$bio

The Berlin Wall (c) 01/1991 Kaneko.


- STAFF -


Programmed by : Y. Saka, Tiny Tomo

Graphic designed by : Atsuko Yasaki, Yuko Mabuchi, Ayako Funatsu, Keisuke Matsuoka

Music & Effect sound by : Tatsuya Watanabe, Swara Pro

Hardware designed by : Hayato Morinaga

Produced by : Hiroshi Kaneko


- PORTS -


* Consoles :

Sega Game Gear (1991)

$end

$info=bermudat,bermudao,bermudaa,
$bio

Bermuda Triangle (c) 1987 SNK.

Game ID : A6003 'WW'


- TRIVIA -


This game is known in Japan as "World Wars" (but similar to the US older version).


- UPDATES -


The US older version is a different version :

* Different weapon powerup.

* Graphics are almost completely different.

* More different bosses.

* No shape-changing by powerups.

* No Speeches.

* Players beam to different places instead of times after finishing a level.


- STAFF -


Director : Eikichi Kawasaki

Software : SNK jr.

Designers : Rampty, Tetsuyaki

Assistants : Miss Yoko, Angel

Hardware : Akitadesi

Sound : Kenny

Producer : Mr. Oba

Printing : Tomotae

$end

$info=berzerk,berzerk1,
$bio

Berzerk (c) 10/1980 Stern Electronics.


The player is in control of a green stick-figure, representing a 'humanoid'. Using a joystick (and a firing button to activate a laser-like weapon), the player negotiates a maze filled with as many as eleven robots, who fire lasers back at the player character. A player can be killed by being shot, by running into a robot, by running into a wall of the maze, or by being touched by the player's nemesis, 'Evil Otto'. The player advances by escaping from the maze through an opening at one of the far walls. Each robot destroyed is worth 50 points. Ideally, all the robots in the current maze have been destroyed before the player escapes, thus gaining the player a per-maze bonus (ten points per robot). The game has 64,000 mazes, and each level is designed to be more difficult to finish than the last. It has only one controller, but two-player games can be accomplished by alternating at the joystick.


- TRIVIA -


Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots. This dream, with heavy borrowing from the BASIC game 'Robots' ('Daleks' in the UK), was the basis for Berzerk. The idea for a black-and-white game was abandoned when the color game "Defender" was released earlier the same year to significant success. At that point Stern decided to use a color overlay board for Berzerk. A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed successfully at a Chicago singles bar before general release.


The title of the game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen. It's a novel about robots which go Berzerk and kill everybody.


Berzerk is the first robot killing game but the big selling point of Berzerk was that very speech – it was the first game to feature talking enemies, the speech synthesis technology of the time being so new that it cost $1000 to program each individual word into the game’s ROM.


Berzerk was also the first game to attempt a bit of on-screen comedy – your robot opponents often fell foul of slapstick misfortune, shooting each other in the head or walking into walls and exploding in their attempts to kill you. And if you legged it out of a room without killing them all, the survivors would taunt you in their Speak & Spell voices : "Chicken – fight like a robot!". Okay, it’s not hilarious, but even Bob Monkhouse had to start somewhere.


'Evil Otto' was named for 'Dave Otto', who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did. 'Evil Otto' can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a 'Malicious basketball' by some.


Berzerk was Stern's first major video game success. It was made in both upright (approx. 4000 units) and cocktail (approx. 100 units) models. Berzerk suffered a bit in sales due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales.


Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey was the first person to die playing a video game, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982 at the 'Friar Tuck Game Room' in Calumet City, Illinois : 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only fifteen minutes. A few seconds after that, he collapsed and died of a heart attack.


The Berzerk cabinet was the first in a series of cabinets from Stern that had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. This title features rather primitive painted sideart that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee is only a 'Berzerk' logo, and it kind of looks like something that someone might have done in their high school airbrush class.


Berzerk is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall will cause that section of the wall to change to your color.


This title uses a Z80 processor, although it was originally written for the 6809E processor.


A Berzerk unit appears in the 1982 movie 'Tron' and in the 1983 movie 'Joysticks'.


Berzerk inspired a catchy hit song by Buckner and Garcia called 'Goin' Berzerk' released on the 'Pac-Man Fever' album.


- UPDATES -


Two different versions of the game were released. As a player's score increases, the colors of the enemy robots change, and the robots can have more bullets on the screen at the same time (once they reach the limit, they cannot fire again until one or more of their bullets detonates; the limit applies to the robots as a group, not as individuals). In the original version, the sequence goes :

* Yellow robots that don't fire

* Red robots that can fire one bullet

* White robots that can fire two bullets

After 5,000 points Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed.


The revised version, which had the much larger production run of the two, features a longer color sequence that also included purple, green, and light blue robots. In this version, the robot sequence went up to five normal speed bullets, then they began firing fast bullets, starting with one fast bullet, and eventually going as high as seven fast bullets at once. After 20,000 points the robots stay light blue and may have up to seven fast bullets on screen for the remainder of play. To balance the greatly increased threat from the robots in this version, Evil Otto's pursuit speed remains at its normal (half or equal the player's speed) level throughout.


- TIPS AND TRICKS -


* An Interesting Quirk : The space between your man's head and body is not technically part of your man, so that shots that pass through this area (your 'neck') will not kill you.


* Hint 1 : Always exit the mazes on the sides! If you exit the top or bottom, you will often start in a long corridor with many robots on both sides of you.


* Hint 2 : The robots will always move toward you. Use this to your benefit when two (or more) robots are close to each other by moving your man back and forth, thus causing the robots to collide and annihilate each other.


* Hint 3 : When seperated from the robots by a vertical wall, move up and down to place the robots on the same horizontal plane, where they will kill each other with shots aimed in your direction.


* Hint 4 : The robots always walk toward you unless you're in their line of fire; then they will pause to shoot. There are eight directions you and they can shoot. The only way to survive the higher levels (10,000 points +) is to learn the blind spots of the robots. If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others. The angle shots are almost never necessary. It is very difficult to hit a robot with an angle shot. When you shoot, your man stops moving, when you can't move, you are vulnerable. Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice.


* Hint 5 : Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen. By the time you move low enough to get a shot they will have already fired. In contrast, if you come 'up' on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you.


* Hint 6 : Because your man is a lot taller than he is wide, it is very easy to avoid shots from above and below. Take out the robots to the sides of you first.


* Hint 7 : If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you. They will only hit the wall. ALWAYS use this tactic to kill most of the robots in a maze. When you are in the right position, just hold down the fire button. This will make your player stand still. You can inch your way very close to the deadly walls without fear of running into them. When shooting up or down, that trick doesn't work. If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall. If you are lucky, the robot will walk into your fire before he gets a shot off. By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets. In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock. To defeat him, shoot up and immediately walk to the right and he will walk into your bullet.


* Hint 8 : Because the robots are attracted to you 'as the crow flies', they will tend to clump together and smash into each other. The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other. The ball (Evil Otto) will also kill them. You can ignore some robots in the maze and let Otto kill them for you. Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit.


* Hint 9 :The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall. If a robot is below the end of a wall, you can move up and direct him into the wall end.


* Hint 10 : In later rounds, all or the real action takes place in the first two or three seconds of a round. If you survive the initial shots from the robots, you are as good as done with the maze. When a new maze comes on screen, you are very vulnerable. Often you are in the line of fire of five robots. As the new maze slides on-screen, you can see it before the robots appear. Use this time to decide which way to run. Assume that there will be a robot in each 'room' or 'nook'. Shoot the robot right in front of you first, and then run toward his position. By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots. Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them. Get to a safe barrier as soon as possible and wait for the robots to move into easy positions.


* Hint 11 : The more robots that are in a maze (up to 11), the more time you have until Otto comes out. If the maze has only 1-3 robots, don't waste time shooting them unless they stand between you and the exit.


* Here is how the rounds progress :

Points - Robot Color - Shots fired

0-260 -Yellow - 0

260-1200 - Red - 1

1200-3000 - Light Blue - 2

3000-4500 - Yellow / Green - 3

4500-6000 - Purple - 4

6000-8000 - Yellow - 5

8000-10000 - White - One fast shot (2x speed)

10000-12000 - Light Blue - Two fast shots


This color system now repeats. At around 20,000 points, the robots stay light blue. Starting at about 10,000 pts. Berzerk becomes largely a game of luck. If you get an open maze with a lot of robots, there is not much you can do.


- SERIES -


1. Berzerk (1980)

2. Frenzy (1982)


- STAFF -


Designed and programmed by : Alan McNeil


- PORTS -


* Consoles :

GCE Vectrex (1982)

Atari 2600 (1982)

Atari 5200 (1983)


* Computers :

Microtan 65 (1984)


* Others :

VFD handheld game (1982) by Coleco : Unfortunately, this game was never released.

$end

$info=bbbxing,
$bio

Best Bout Boxing (c) 02/1994 Jaleco.


Horizontal boxing game featuring seven boxers great fight and special moves to win the title belt.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.

$end

$info=bigbang,
$bio

Big Bang - Power Shooting (c) 1993 NMK.

Game ID : UPL-93091


- TRIVIA -


This game is also known as "Thunder Dragon 2".


- SERIES -


1. Thunder Dragon (1991)

2. Big Bang - Power Shooting (1993)


- STAFF -


Planning : W.W. Miyakawa

Programmer : Ore-Dayo

Co-Programmer : Ryu Kikuchi

Graphics : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami

Sound creator : Manabu Namiki (Taro)

Sound adviser : Hide-Kaz

$end

$info=bigbucks,
$bio

Big Bucks (c) 1986 Dynasoft.


Test Your Trivia IQ!

$end

$info=bigevglf,
$bio

Big Event Golf (c) 1986 Taito.


- TIPS AND TRICKS -


* Easter Egg : Some of the larger (?) rocks around the course boundaries have messages on them, such as 'NENKO', "SASAEI", and "OFHARA". These are programmer names? You have to get the ball right next to it to make out the text clearly, but often you can tell if a rock has it from about 50 yards out (you can see one from the 16th tee).

$end

$info=bigkarnk,
$bio

Big Karnak (c) 1991 Gaelco S.A.

Game ID : 901112-1


- TRIVIA -


The boss at the start of the 2nd stage was a rip of Karnov in "Bad Dudes".


- STAFF -


Direction : Julian Goicoa

Story : Tony Yeste

Program : Luis Jonama, Albert Sunyer

Graphics : Tony Yeste

Graphics C. : Xavier Arrebola

Sound : Josep Quingles

Hardware design : Chu-Lin

$end

$info=bigprowr,
$bio

The Big Pro Wrestling! (c) 12/1983 Technos.

Game ID : TA-0007


- TRIVIA -


This game is also known as "Tag Team Wrestling".


This is the Technos Japan's first game.


Sunny would later appeared as a supporting character in "Double Dragon 3".


- SERIES -


1. The Big Pro Wrestling! (1983)

2. Exciting Hour - The Prowrestling Network (1985)

$end

$info=bigrun,
$bio

Big Run - The Supreme 4WD Challenge (c) 12/1989 Jaleco.


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

$end

$info=bigstrik,bigstrkb,
$bio

Big Striker (c) 1992 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-C system hardware.


- STAFF -


Total Planning : Toku

Game designer : H. Iiduka

Programmer : H. Akashi

Character designers : M. Horikoshi, Sanbo, T. Fukada, N. Tanabe

Sound : Kiyoshi Yokoyama

$end

$info=bigtwin,
$bio

Big Twin (c) 1995 Playmark.

$end

$info=bbonk,
$bio

Bigfoot Bonkers (c) 10/1976 Meadows Games.


This game was two player only, you must have a live human opponent to play against, or else the other players mouse (the games promotional material said the character was a mouse), will go straight into a wall, making for a very quick and boring game. Each player moves their mouse around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. Scattered around the gameboard are several 'fee'" that you must avoid, as hitting a foot is just like smashing into a wall or a line. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.


- TRIVIA -


The machine came in an upright format, used a black and white open frame monitor, and a single speaker. The control panel only had a pair of 4-Way joysticks on it. There were not any other buttons on the whole machine. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up two wins, but this was operator adjustable up to as high as five. One particularly annoying thing about this title is the demo sounds, the machine would emit a series of bleeps almost constantly. You could not turn this off at all.

$end

$info=bijokkog,
$bio

Bijokko Gakuen (c) 01/1988 Nichibutsu.


Two player mahjong game with an LCD mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Cutie Academy'.

$end

$info=bijokkoy,
$bio

Bijokko Yume Monogatari (c) 09/1987 Nichibutsu.


Two player mahjong game with an LCD mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Cutie Dream Story'.

$end

$info=billiard,
$bio

The Billiards (c) 1981.


- TRIVIA -


This game is a bootleg of "Video Hustler".


This game runs on the "Super Cobra" hardware.

$end

$info=bioatack,
$bio

Bio-Attack (c) 1983 Taito.

Game ID : AA8


- TRIVIA -


Licensed by Fox Video Games.


This game runs on the Taito SJ System hardware.

$end

$info=bioship,
$bio

Bio-Ship Paladin (c) 1990 UPL.

Game ID : UPL-90062


While the game is essentially a standard horizontally-scrolling shoot 'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.


- TRIVIA -


Licensed to American Sammy.


This game is known in Japan as "Space Battle Ship Gomorrah".


- STAFF -


Game designed by : Tsutomu Fuzisawa

Program designed by : Itsam Matarca

Character designers : Tsutomu Fuzisawa, Kinya Aoyama

Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki

Sound effects by : Yoshio Nagashima


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=biofreak,
$bio

BioFreaks (c) 1997 Midway Games.


- TRIVIA -


This game runs on the Midway Seattle hardware.


BioFreaks stands for 'Biological Flying Robotic Enhanced Armored Killing Synthoids'.


- PORTS -


* Consoles :

Sony PlayStation (1998)

Nintendo 64 (1998)


* Computers :

PC [Windows] (1998)

$end

$info=biomtoy,
$bio

Biomechanical Toy (c) 1995 Zeus.

Game ID : 922804/2


- TRIVIA -


This is the first and only Coin Op produced by Zeus. In 1992 Zeus Software developed the Amiga game 'Risky Woods' (published by Dinamic, a spanish software house, very famous in the eighties on the computer market).


- STAFF -


Main design : Raul Lopez, Ricardo Puerto

Program : Ricardo Puerto

Computer Graphics : Raul Lopez

Art & Animation : Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero

Development system : Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga

$end

$info=bionicc,bionicc2,
$bio

Bionic Commando (c) 03/1987 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Top Secret".


The main character is Super Joe from "Commando (Capcom)" and "The Speed Rumbler".


- SERIES -


1. Bionic Commando (1987)

2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Harumi Fujita


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Nintendo Game Boy (1992)


* Computers :

Atari ST (1987)

Commodore Amiga (1987)

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

$end

$info=bking,
$bio

Birdie King (c) 1982 Taito.

Game ID : DM


- SERIES -


1. Birdie King (1982)

2. Birdie King 2 (1983)

3. Birdie King 3 (1984)

$end

$info=bking2,
$bio

Birdie King 2 (c) 1983 Taito.

Game ID : AD6


- SERIES -


1. Birdie King (1982)

2. Birdie King 2 (1983)

3. Birdie King 3 (1984)

$end

$info=bking3,
$bio

Birdie King 3 (c) 1984 Taito.

Game ID : A24


- TRIVIA -


This game runs on the "Tiger-Heli" hardware.


- SERIES -


1. Birdie King (1982)

2. Birdie King 2 (1983)

3. Birdie King 3 (1984)

$end

$info=birdtry,
$bio

Birdie Try (c) 1988 Data East.


- TRIVIA -


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.

$end

$info=bishi,
$bio

Bishi Bashi Championship Mini Game Senshuken (c) 1996 Konami.

Game ID : GX575


- TRIVIA -


The title of this game translates from Japanese as 'Bish Bash Championship Mini Game Champion'.


- SERIES -


1. Bishi Bashi Championship Mini Game Senshuken (1996)

2. Bishi Bashi Special (1998, Sony PlayStation)

3. Bishi Bashi Special 2 (1999, Sony PlayStation)

4. Bishi Bashi Special 3 (2000, Sony PlayStation)

5. Hyper Bishi Bashi (2000)

$end

$info=psailor1,
$bio

Bishoujo Janshi Pretty Sailor 18-Kin (c) 08/1994 Sphinx.


The Sailor Senshi battle each other in mahjong matches. Loser strips!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor'. The expression '18-kin' means that the game was not meant for players under the age of 18.


The title (and the whole game) is a knock off of 'Bishoujo Senshi Sailor Moon' ('Pretty Girl Warrior Sailor Moon'), a popular Japanese animation known in the rest of the world as just 'Sailor Moon'. 'Janshi' is the combinaton of the root of two words : 'Jan' (Japanese rendition of the Chinese 'Jong', from 'Mahjong') + 'Senshi' ('Warrior').


- SERIES -


1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)

2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)

$end

$info=psailor2,
$bio

Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (c) 10/1994 Sphinx.


A winged, lustful demon battles the Sailor Senshi in mahjong matches.

Controlled with a mahjong control panel (NOTE : He gropes them and does sexual things with them if the player wins, hence I called him 'lustful').


- TRIVIA -


The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor 2 - Perverted Whisper'.


- SERIES -


1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)

2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)

$end

$info=blkdrgon,blkdrgnb,
$bio

Black Dragon (c) 08/1987 Capcom.


Three evil dragons have appeared and have destroyed the kingdom! As a brave warrior, you must face all sorts of dangerous enemy creatures in order to reach & destroy these dragons in order to restore peace. Features nice graphics & sound, as well as excellent gameplay with plenty of secrets to find!


- TRIVIA -


This game is known outside Japan as "Black Tiger".


This game runs on the "Commando (Capcom)" hardware.


The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son".


- UPDATES -


Black Dragon has :

* More pitfalls (rocks).

* Stronger enemies.

* The armoury is most expensive.

* The bonuses are changed (different value and position).

* The last dragon scores 1.000.000 points.


- STAFF -


Programmed by : Imo (Akapa)

Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan

Sound & Music by : Tamayo Kawamoto

Hardware by : Panchi Kubozoo (Crazy Kubozoo)

$end

$info=blkheart,blkhearj,
$bio

Black Heart (c) 1991 UPL.

Game ID : UPL-91069

$end

$info=blkhole,
$bio

Black Hole (c) 04/1981 TDS (Tokyo Denshi Sekkei).

$end

$info=mblkjack,
$bio

Black Jack (c) 19?? Mirco.

$end

$info=blkpnthr,
$bio

Black Panther (c) 06/1987 Konami.

$end

$info=blktiger,bktigerb,
$bio

Black Tiger (c) 08/1987 Capcom.


Three evil dragons have appeared and have destroyed the kingdom! As a brave warrior, you must face all sorts of dangerous enemy creatures in order to reach & destroy these dragons in order to restore peace. Features nice graphics & sound, as well as excellent gameplay with plenty of secrets to find!


- TRIVIA -


This game is known in Japan as "Black Dragon".


This game runs on the "Commando (Capcom)" hardware.


A bootleg of this game was released by Dragon as the same name.


The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son".


- UPDATES -


Black Dragon has :

* More pitfalls (rocks).

* Stronger enemies.

* The armoury is most expensive.

* The bonuses are changed (different value and position).

* The last dragon scores 1.000.000 points.


- TIPS AND TRICKS -


* Here's a little known trick that works ONLY on the following end of stage bosses : The 'Flying' Dragons and the 'Walking' Dragons.  Do not try it with the Stone Heads or anything else.  Normally if you come in physical contact with any baddie you will take damage or get poisoned.  That is unless you are in the boss portion of the stage.  When fighting, kneel/crouch down and the boss can't hurt you, in fact they often will walk/fly right past you.  Don't stand up while you are in contact with the boss or you will take damage.  This trick does not work with projectiles and flames emitted from a boss, these you still must avoid!


- STAFF -


Programmed by : Imo (Akapa)

Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan

Sound & Music by : Tamayo Kawamoto

Hardware by : Panchi Kubozoo (Crazy Kubozoo)


- PORTS -


* Computers :

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1989)

Commodore C64 (1990)

$end

$info=bwidow,
$bio

Black Widow (c) 12/1982 Atari.

Game ID : 136017


In Black Widow you have to move around a web using two joysticks to control the action. The left joystick moves, while the right joystick fires. "Robotron - 2084" players will feel right at home playing this game, as the controls are identical. You have to defend your little vector spider around her vector web in order to keep out all the deadly bugs. Shoot down bugs and they turn into bonuses. Watch out for eggs, if you see any eggs, then you should quickly push them off the web before they hatch. Other enemies include mosquitos, beetles, and hornets.


- TRIVIA -


Approximately 1,550 units were produced. All Black Widow games were conversions of other Atari vector titles. Even the brand new ones were actually "Gravitar" games that Atari converted at the factory. In general this title shared a lot of common components with "Gravitar" and "Space Duel", and Black Widow machines are often used to repair those titles.


- STAFF -


Designed and programmed by : Bruce Merritt


- PORTS -


* Consoles :

Sony PlayStation (2001, "Atari Anniversary Edition Redux")


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=bmaster,
$bio

Blade Master (c) 1991 Irem.


Two selectable heroes, Roy and Arnold, try to save their land from hordes of monsters.


- TRIVIA -


This game runs on the Irem M-92 system hardware.

$end

$info=bladestl,bladstle,
$bio

Blades of Steel - The Supreme Hockey Challenge (c) 10/1987 Konami.

Game ID : GX797


The Hottest Game On Ice!

Controlled with a trackball and three buttons.


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Game Boy (1991)


* Computers :

Commodore C64 (1990)

Commodore Amiga (1990)

PC [MS-DOS] (1990)


* Others :

LCD handheld game

$end

$info=blandia,blandiap,
$bio

Blandia (c) 1992 Allumer.


Weapon-based fighter featuring visible damage to each of the six fighter's armor.


- TRIVIA -


Gurianos and Irriana appears in Taito's "Gladiator" / "Ohgon no Siro" as Guaranos and Irene.


- UPDATES -


There is no armor bonus on the prototype version.


- STAFF -


Planning : Ken Kaneda

Graphic chief : Tadahiro Negome

Graphic designers : Makoto Kobayashi, Kenji Inoue

Character designers : Ken Kaneda, Tadahiro Negome

Main programmer : Kazuyoshi Ishihara

Sub. programmers : Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya

System designers : Kazuyoshi Ishihara, Sou Kajiwara

Sound & Music : Hisao Shiomi

Music : Akira Inoue, Manabu "Gon" Namiki

Hard : Noboru Kohno

Voices : Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa

$end

$info=blastoff,
$bio

Blast Off (c) 03/1989 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Videogame Graffiti Vol.10 - VICL-40097) on 16/12/1993.


- SERIES -


1. Bosconian - Star Destroyer (1981)

2. Blast Off (1989)


- STAFF -


Game design : Nak, Tak

Program : Nak

Graphics : Tak

Character : Arg, M.G

Music : Kob, Tog

Sound : Nob

$end

$info=blasted,
$bio

Blasted (c) 1988 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


- STAFF -


Game design : Brian Colin, Jeff Nauman

Software : Jeff Nauman

Graphics : Brian Colin

Sound : Neil Falconer

Cabinet : John Kubik, Hank Siska, Walt Gosluski

Hardware : Dan Stern, Cary Mednick, Trun9 Van Trunong

Support : Meredith Soper, Mike Bartlow, Greg Freres, Sue Lohse, Tom Leon, Jim Belt

$end

$info=blaster,blastkit,blast30,
$bio

Blaster (c) 11/1983 Williams.


You control your spaceship against wave after wave of enemy fighters, while trying to save the stranded astronauts that represent the last remaining humans. You enemies attack you both with weapons, and by making suicide runs at your ship. There are twenty different levels to this game. There are a total of 11 different kinds of levels (out of the twenty total). They are Planetoid Waves, Robot Grid Waves, Saucerland Waves, Vampire Waves, Time Tunnel Waves, Outer Space Waves, Enduro Waves, Cat World Waves, and Mastermind Waves (there are two of each of these). There are also 2 unique waves that occur only once, they are Armageddon and Paradise. You can select your starting wave when you begin your game (choose from Planetoids, Robot Grid, Saucerland, and Vampires). Once the game begins, start blasting or dodging everything in sight, except for the astronauts, which you are supposed to save by running into them. You can be hit three times before you die, you actually have an energy meter, but you always die in three hits, no matter what the three hits are. When you die, the window of your cockpit breaks, and you move onto your next life. This is a difficult game, but thankfully you can continue by inserting another quarter, but only on your first time through. The continue option is gone once you begin your second time through the game.


- TRIVIA -


Blaster was the official sequel to "Robotron - 2084", its attract mode went : The Robotrons have destroyed the last human family.


Originally known as 'Master Blaster', but they changed the name to avoid confusion with a pinball simulator called 'Bill Budges Raster Blaster' for the Apple computer. The 3-D effects of this game were all hand rendered which required thousands of hours of design work. Due to the expense of the pseudo-3D generating hardware, Blaster was released in very limited numbers.


When Blaster was first put out at a test location in late 1983, it had 30 waves and allowed you to continue a game by spending another credit. By the time the game went into production in early 1984, the program had been modified to have 20 waves, and no buy-ins allowed.


Blaster was available in four different versions, 3 dedicated cabinets and a conversion kit. The most common version was in a normal upright cabinet, similar in design to the one "Stargate" used, most of these have been converted over the years, and they are hard to find today. The rarest version is the cockpit version. There were only three of them made. Two of them are accounted for, the other one seems to have vanished. The conversion kit version was fairly common, it included hardware to install Blaster into most pre-existing arcade cabinets, This is a good one to try and piece together, because you don't have to try and locate one of the few remaining Blaster machines to install your parts into. But annoyingly, it used a different set of boards that were not compatible with the other versions. Now for the coolest one. The famous 'DuraMold' cabinet. The DuraMold was a large circular arcade cabinet made completely out of thick plastic. These things were very attractive, and almost impossible to damage. But they were expensive, and had a fatal design flaw. They shrank slightly in the first few months after they were made. In some cases the shrinking machine would eject its monitor, and send it flying across the room. Williams quickly developed a fix for this, but no one wanted DuraMolds after hearing about them shooting monitors across arcades, and impaling them on other machines. The DuraMold Blaster was all black and had yellow graphics on the control panel and marquee. All Blaster machines used a 49-Way optical joystick that had two buttons mounted on it.


- UPDATES -


The very rare 30-wave version has more enemies and more diabolical levels.


- SERIES -


1. Robotron - 2084 (1982)

2. Blaster (1983)


- STAFF -


Staff : Eugene Jarvis (DRJ), Larry DeMar (LED), (JRS), (KLR), (DJW), Paul Dussault (PGD), (JER), (ALI), (MLG), (NHD)


- PORTS -


* Consoles :

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

$end

$info=blstroid,blstroi3,blstroi2,blsthead,blstroig,
$bio

Blasteroids (c) 1987 Atari Games.

Game ID : 136057


A Blast from the Past! The ultimate in space action games return! Blasteroids has all of the provent player appeal of Atari's 1979 classic hit, "Asteroids" and adds all of the special gameplay features that today's player expect.


- TRIVIA -


The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward and it didn't get the tuning originally planned.


Background space-scapes, pictures of space ships, asteroids and other obstacles are actually digitized pictures of real-life objects.


- UPDATES -


The prototype version of Blasteroids has the programmer's head (Ed Rotberg) hidden in it.


- TIPS AND TRICKS -


* Ed Rotberg (Prototype version only) : To find his head, start a game on medium difficulty... complete the first wave, then pick the upper right hand wave next. Shoot the blue crystal rocks until they turn into spinning heads.


- SERIES -


1. Asteroids (1979)

2. Asteroids Deluxe (1981)

3. Space Duel (1982)

4. Blasteroids (1987)


- STAFF -


Staff : Ed Rotberg, Peter Lipson, Gary Stempler, Sam Comstock, Rob Rowe, Mike Hally, Brad Fuller, Mike Albaugh, Chris Downend


- PORTS -


* Computers :

Commodore C64 (1988)

Amstrad CPC (1989)

Commodore Amiga

Atari ST

$end

$info=blasto,
$bio

Blasto (c) 06/1978 Gremlin.


Your are in control of your spaceship as you maneuver it through a mine field. Beat the clock to explode all the mines. With two players, Blasto gets even more challenging, more exciting, as each one battles for the most mines and ultimately-for each other!

$end

$info=blazeon,
$bio

BlaZeon (c) 1992 Atlus.


- STAFF -


Star programmer : Dandy Arai

Sound : Macco

Japanese planners : Ethiopian Taro, Toshiya Matsuyama, BIRD

Object engineers : Shinji Tago, Hikaru Takeyasu, Masahiro Kuroda

Screen designers : Shinji Tago, Hakase100%, Magnam.K

Opening animators : Kenji Teraoka, Yasuhito Kikuchi, Motoaki Satoh, Naoki Kobayashi, Yusuke Satoh, Kazuyo Nakamura

Opening CG : Youtai Isseki, Hikaru Takeyasu, Sin

Opening makers : T. Mansell, Hakase100%, Annenyama-Z, Sin


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=blazer,
$bio

Blazer (c) 07/1987 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.


- STAFF -


Music composed by : Seiichi Sakurai

$end

$info=blazstar,
$bio

Blazing Star (c) 01/1998 Yumekobo.

Game ID : 0239


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Blazing Star is Yumekobo's first game developed and released for the SNK Neo-Geo MVS hardware.


KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on 18/03/1998.


- STAFF -


Executive producers : Akio Inove, Nobuyuki Okude

Producer : Takaya ida

Sub. producer : Isamu yutani

Director : Michio Sato

Main programmer : Minoru Yoshida

Sub. programmer : Taka / M. Sakae

Chief designer : Tomonori Nagakubo

Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda

Character designer : Daikichi

Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki

Sound designer : Yasuaki Fujita

Music composer : Harumi Fujita

$end

$info=blzntrnd,
$bio

Blazing Tornado (c) 09/1994 Human.


Eight wrestlers from different countries take part in a wrestling tournament in single or tag team match.


- PORTS -


* Computers :

Sega Saturn (1995)

$end

$info=arkblock,arkbloc2,
$bio

Block (c) 1986 Game Corporation.


- TRIVIA -


This game is a bootleg of "Arkanoid".


- UPDATES -


In this bootleg, it is possible to choose the start level.

$end

$info=block,blockbl,blockj,blocka,
$bio

Block Block (c) 09/1991 Capcom.


- TRIVIA -


A bootleg was released by Koa the same year.


- UPDATES -


The Japanese version has a little storyline before the titlescreen.


- STAFF -


Planner : Futoshi Kuwahara

Designers : Shinji Sakashita, H.K, M. Miyao

Programmers : T. Ohta, Kohei Akiyama, N. Sakoda

Sound designers : P-Chan, T. Yomage

$end

$info=blockcar,
$bio

Block Carnival (c) 1992 Visco.


- TRIVIA -


This game is also known as "Thunder & Lightning 2".


- SERIES -


1. Thunder & lighting (1990)

2. Block Carnival (1992)

$end

$info=blockgal,blckgalb,
$bio

Block Gal (c) 1987 Sega / Vic Tokai.

Game ID : 834-6303


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Producer : Yakuza Sebiro

Designers : Sary Chan Papa, Abunai Kun!!

Programmers : Dynamic Ran, Gofukusen

Music : Shoochi Gun

$end

$info=blockhl,
$bio

Block Hole (c) 1989 Konami.

Game ID : GX063


- TRIVIA -


This game is known in Japan as "Quarth".


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- STAFF -


Executive producer and programmer : Nada 89 100G

Pop visual futurist : Iuchi 1

Demo programmer : Ishida Z80


Special visual effect : Happy Samejima

Title graphic : Ogenki Takano

Sound effects editor : Shikama

Music composed by : Kazuo Hanzawa

Processing to hard : Ueno Furukawa

Package design : Maya 2095


- PORTS -


* Computers :

MSX

$end

$info=blockout,blckout2,blckoutj,
$bio

Block Out (c) 10/1989 Technos / California Dreams.

Game ID : TA-0029


- PORTS -


* Consoles :

Atari Lynx (1990)

Sega Mega Drive (1991)


* Computers :

Commodore C64 (1989)

Atari ST (1989)

Commodore Amiga (1989)

Commodore C64 (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

PC [MS-DOS] (1989)

$end

$info=blockade,
$bio

Blockade (c) 10/1976 Gremlin.

Game ID : 1-4


This game was two player only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.


- TRIVIA -


This game came in an upright dedicated cabinet. The machine was decorated with only a marquee, which showed the game title. It did not have any other graphics or sideart. The sides were of a dark woodgrain, which probably went nicely in the average pool hall or bowling alley (where most early games were located). The game used an 8080 CPU, and featured a control panel that was devoid of joysticks, instead you controlled the game using a button for each direction. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three.


- SERIES -


1. Blockade (1976)

2. Comotion (1976)

3. Hustle (1977)

$end

$info=blkbustr,
$bio

BlockBuster (c) 1983 Kiwako.


- TRIVIA -


Licensed to ECI.


This game is known in Japan as "Mr. Jong".

$end

$info=blocken,
$bio

Blocken (c) 1994 KID / Visco.

$end

$info=blmbycar,blmbycau,
$bio

Blomby Car (c) 1994 ABM & Gecas.


- TRIVIA -


This game, which is Italian, shows a scan of an Italian newspaper about Chiappucci at the Paris-Roubaix cycle race in the hiscore table.


Blomby Car was only released as a conversion kit and it seems to have had a limited production run. It was ABM & Gecas' only arcade release.


About ABM & GECAS : Two manufacturers in Milan with technical labs in Chioggia (province of Venice) and Massa Matelica (Ravenna). The lab located in Massa Matelica closed down after the unfortunate loss of the head technician due to a car crash. ABM now is located in Chioggia and is still in business.


Francesco Zaia, son of a development team member, supplied the Peugeot 406 model, used to create the frames of the player's car.

$end

$info=bloodbro,
$bio

Blood Bros. (c) 1990 TAD.


In the far west, ruthless bandits terrorized the good people and is up to you to stop them and their vast weapon arsenal in order to bring peace to this troubled land. Features destructible background objects and lots of weapons! Despite the western concept, this game features almost identical mechanics to TAD's previous shooter "Cabal".


- TRIVIA -


Licensed to Fabtek for US manufacture and distribution.


A bootleg of this game is known as "West Story".


- TIPS AND TRICKS -


*Here's A Way To Play Blood Bros. For As Long As You Want :

1) Get to the second screen (preferably without dying on the first screen).

2) Shoot the building on the right side of the screen and start shooting the trees in the background on the right. 20,000 points fly out from each bunch of trees. Continue.

3) That is basically it. A few problems occur and here is how to counter them :

3a) 5 men run across the back from the left and throw grenades : Just shoot the grenades before they get to you. Eventually they come out less often, and will stop altogether.

3b) The men on the right come out from the edge to shoot you : Same as above. They stop eventually.

3c) A plane flies over and drops bombs : Same as above. It stops after some time.

3d) After a certain amount of time a bird comes out to kill you : Let it. Only 2 birds ever come out (sometimes only 1) and then they also stop coming. This is why it pays not to die on the first screen.

4) Hold your finger on the button to keep shooting the trees (sticky-tape works well here) and prepare to get 'really' bored. Play the neighboring game so that you can keep an eye on it.


* Extra Live : On the 1-1 and 4-1 stages, the tin can be shot eight times to give you a free man. If you miss it, don't bother trying again - you only get one chance.


- SERIES -


1. Cabal (1988)

2. Blood Bros. (1990)


- STAFF -


Program : Dai. Kohama

Direction : Hiro. Kakiuchi

Graphic : Jun. Matsubara, Tetsu. Shiraishi, Jun. Fujisaku, Nao. Shishino

Sound : Yus. Aoki, Yuj. Tezuka

$end

$info=bloodstm,bloods11,bloods21,bloods22,
$bio

Blood Storm (c) 1994 Strata / Incredible Technologies.


Fantastic one-on-one weapon-based fighter with lots of gore and the ability to learn a special move from each defeated opponent. You can save your progress via internal password as well. LOTS of hidden tricks as well!


- UPDATES -


Revision 1 :

* First release.

* Software version : 1.10.


Revision 2 :

* Software version : 2.10.

* Added ability to perform 'Trash Talk codes' (see 'Tips And Tricks' section).


Revision 3 :

* Software version : 2.20.

* Added ability to perform codes to select 'Blood', 'Gargoyle' and 'Nekron'.


Revision 4 :

* Software version : 2.22.


- TIPS AND TRICKS -


* Play As Secret Characters : At the character select screen, choose any character and enter these codes...

Dementia - Hold Up and press Back Leg(x3), [Back Arm+Back Leg].

Golem - Hold Up and press Back Arm(x3), [Back Arm+Back Leg].

Wraith - Hold Up and press Back Leg(x3), [Back Leg+Front Arm].

Sin - Hold Up and press Front Arm(x3), [Front Arm+Front Leg].

Craniac - Hold Up and press Front Leg(x3), [Front Leg+Front Arm].

Ratchet - Hold Up and press Back Arm(x3), Front Leg.

Blood (rev 2.20) - Hold Left and press Front Arm, Back Arm, Back Leg, Front Leg.

Gargoyle (rev 2.20) - Hold Right and press Back Arm, Back Leg, Front Leg, Front Arm.

Nekron (rev 2.20) - [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg], [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg].


* BIG HEAD Codes :

Benjamin Ditton - Select Talon and press quickly Down(x5), block(Hold), Front Arm(Hold).

Don't release 'Block and Front Arm' until the big head of Benjamin appear.

Christopher Ditton - Select Talon and press quickly Up, Down, Block(Hold), Back Leg, Back Arm, release Block.

Elaine Ditton - Select Tempest and press quickly Up(x3), Back Arm, Up(x3), Front Arm.

Richard A. Ditton - Select Talon and press quickly Right(x4), Back Leg, Front Leg.

Scott Morisson - Select Heelhound and press quickly Block(Hold), Back Leg(x2), Up(Hold).

Don't release 'Block and Up' until the big head of Scoot appear.

Scott Morrison Jr - Select Talon and press quickly Up, Down, Up, Down, Block, Up, Down.

Jeff Morrison - Select Fallout and press quickly Up, Down, Right, Left, Right, Left, Block.

Dale Kerkman - Select Razor and press quickly Block, Right, Left, Block, Up, Down, Block.

Ralph Melgosa - Select Freon and press quickly Up, Down, Block, Front Arm, Front Leg, Back Leg, Back Arm.

Kyle Johnson - Select Fallout and press quickly Block(x6), Front Arm(x2).

Kelley Marwede - Select Mirage and press quickly Down(x4), Block, [Back Arm+Front Arm](Hold).

Don't release 'Back Arm and Front Arm' until the big head of Kelley appear.

Leif Pran Marwede - Select Tremor and press quickly Back Arm, Front Arm, Back Leg, Back Arm(Hold), Front Arm(Hold), release all and press and hold [Back Leg+Front Leg].

Don't release 'Back Leg and Front Leg' until the big head of Leif Pran appear.

Alan Noon - Select Talon and press quickly Block(Hold), Up(x4).

Bob Nagel - Select Fallout and press quickly [Front Arm+Front Leg], [Back Arm+Back Leg], Up, Down, Up, Down, Block.

Orion Derose - Select Razor and press quiclky Back Arm, Back Leg(Hold), Back Arm(Hold), release all, Front Arm, Front Leg(Hold), Front Arm(Hold), release all, Block(x2).

Senator Lieberman - Select Hellhound and press quickly Left(x7), Block.


* All Power Granted : At the end of any battle press quickly Up, Right, Down, Left, Down, Right, Up, Block. If done correctly, 'ALL POWER GRANTED' appears.


* The Famous TRASH TALK Codes : At the 'Final Round / end' of any battle, when the fighter dies, make quickly these codes to release these sentences...


-- 2 Buttons + Block :

Up(x2), Block - BLOODSTORM HANDBOOK SEND $2.00 AND SASE TO STRATA HANDBOOK 4010 WINNETKA AVENUE, ROLLING MEADOWS IL 60008

Down(x2), Block - PUT TRASH IN ITS PLACE

Left(x2), Block - WHO CONTROLS NEKRON

Right(x2), Block - PUCKER UP YOUR CHEEKS AND BLOW

Front Leg(x2), Block - RADEAD WILL GET YOU

Front Arm(x2), Block - PRESS YOUR LIPS HERE

Back Leg(x2), Block - I AM THE GREATEST BLOODSTORM CHAMPION THAT EVER LIVED

Back Arm(x2), Block - EAT IT RAW


-- 3 Buttons + Block :

Back Leg(x2), Front Arm, Block - IS THAT ALL YOU HAVE FOR ME?

Back Leg(x2), Back Arm, Block - NEXT TIME TRY OPENING YOUR EYES

Back Leg(x3), Block - YOU AINT NOTHING BUT A PUNK!

Back Leg(x2), Front Leg, Block - SORRY BUDDY THIS IS A REAL FIGHTING GAME

Front Leg(x2), Front Arm, Block - OH BY THE WAY YOU JUST LOST...BAD

Front Leg(x2), Back Arm, Block - YOU REALLY GEORGED THAT ROUND

Front Leg(x2), Back Leg, Block - WAS YOUR JOYSTICK WORKING... I COULDNT TELL


-- 4 Buttons + Block :

Front Arm, Back Leg, Back Arm, Front Leg, Block - SUSHI-X RULES THIS GAME!

Front Leg(x2), Front Arm, Back Arm, Block - I AM GOING TO CRUMPLE YOU LIKE A PIECE OF PAPER

Front Leg(x2), Front Arm, Back Leg, Block - GET WITH IT, STRATA IS THE NEW KING OF FIGHTING GAMES

Front Leg(x2), Front Arm, Front Leg, Block - YOU ROT LIKE TEN YEARS OF TRASH

Front Leg(x2), Front Arm(x2), Block - I WILL GIVE YOU A HINT... THE BLOCK BUTTON IS THE ONE IN THE CENTER

Front Leg(x2), Back Arm(x2), Block - GO CRY SOMEWHERE ELSE... THIS IS A GAME FOR A MAN

Front Leg(x2), Back Arm, Back Leg, Block - I WOULD TRASH TALK YOU BUT YOU CANT HEAR ME SINCE YOU ARE DEAD

Front Leg(x2), Back Arm, Front Leg, Block - MOST PATHETIC

Front Leg(x2), Back Arm, Front Arm, Block - IT TAKES A BIG MAN TO RUN LIKE A LITTLE GIRL

Front Leg, Front Arm, Back Arm, Back Leg, Block - I WILL BURY YOU EVERY TIME

Right, Down, Left, Up, Block - YOU BARF BAG

Front Arm(x2), Front Leg(x2), Block - CHOKE CITY

Back Arm, Right(x2), Back Arm, Block - I AM A LION YOU ARE A MONKEY

Back Left, Back Arm, Front Arm, Front Leg, Block - YOUR TECHNIQUE IS WEAK

Front Arm, Back Leg, Front Leg, Front Arm, Block - EAT FIST

Front Leg, Back Arm, Front Arm, Back Leg, Block - YOU ARE TOAST

Left, Right, Back Arm, Front Arm, Block - ANDREW S. IS THE TKBSC PREZ

Back Leg(x2), Front Arm, Back Arm, Block - GET OFF ME!

Back Leg(x2), Front Arm, Back Leg, Block - ALL TOO EASY

Back Leg(x2), Front Arm, Front Leg, Block - STEP OFF PUNK

Back Leg(x2), Front Arm(x2), Block - MOST IMPRESSIVE ... NOT

Back Leg(x2), Back Arm(x2), Block - IT IS USELESS TO RESIST ME

Back Leg(x2), Back Arm(x2), Back Leg, Block - GET BENT!

Back Leg(x2), Back Arm(x2), Front Leg, Block - WHILE YOURE DOWN THERE LICK MY SHOES DOG-BOY

Back Leg(x2), Back Arm, Front Arm, Block - FIRST TIME ON A FIGHTING GAME?

Back Leg(x2), Front Leg(x2), Block - NEXT TIME TRY LOOKING AT THE SCREEN AND NOT YOUR HANDS

Back Leg(x2), Front Leg, Front Arm, Block - YEAH RIGHT...NEXT

Back Leg(x2), Front Leg, Back Arm, Block - MAN, I BET THAT HURT!

Back Leg(x2), Front Leg, Back Leg, Block - WE HAVE A WORD FOR DEFEAT AROUND HERE....HA!

Front Leg(x4), Block - OH...WAIT...LET ME REATTACH YOUR BRAIN

Front Leg(x3), Front Arm, Block - LEIF DID THIS

Front Leg(x3), Back Arm, Block - JUST DIE!

Front Leg(x3), Back Leg, Block - YOU ROT!

Left(x2), Up, Back Leg, Block - BLOODSTORM RULES

Left(x2), Down, Front Arm, Block - NEKRON AWAITS

Left, Right, Left, Back Leg, Block - BLOOD CAN BE ANYWHERE

Right(x3), Front Arm, Block - ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR

Down(x3), Back Arm, Block - WHO CARES WHERE GORO IS?

Down(x3), Front Leg, Block - BEATING YOU BLOODY IS COOL

Left(x3), Front Arm, Block - I AM WAY COOL AND YOU SUCK

Down(x2), Up, Front Arm, Block - DONT TELL ANYONE THAT YOU SAW THIS MESSAGE

Down(x3), Front Arm, Block - FIND THE CHAINSAW FAMILY

Left, Down, Left, Front Leg, Block - DRUGS SUCK

Left, Down, Left, Front Arm, Block - EAT MY SHORTS


-- 5 Buttons + Block :

Left, Down, Left(x2), Back Arm, Block - FIND THE BIGHEADS

Left(x3), Down, Up, Block - EVIL HIDES IN THE CATWALKS

Down, Left, Right(x2), Front Arm, Block - DONT FEED THE GONION

Back Arm(x4) Back Leg, Block - HI TRACEY

Right, Left, Down, Left, Back Leg, Block - KISS MY BUTT CHEEKS

Left(x4), Back Arm, Block - YOU ARE SUCH A TOTAL WUSS

Down, Right, Left, Down, Front Arm, Block - DONT WIZZ ON THE ELECTRIC FENCE

Right(x3), Left, Front Arm, Block - I LIKE IT WHEN YOU PLAY WITH MY BUTTONS

Right(x2), Up(x2), Front Leg, Block - ASSMUNCH

Back Arm, Back Leg(x3), Back Arm, Block - STOP CRYING AND FIGHT ME AGAIN

Front Leg(x3), Back Arm, Block - YOU DONT KNOW SHIT ABOUT THIS GAME...GO BUY EGM


-- 6 Buttons + Block :

Up, Down, Up, Down, Front Arm, Front Leg, Block - ALAN BOB DALE RALPH SCOTT KYLE LEIF RICHARD

Front Leg(x3), Back Arm(x3), Block - FLICK YOU


-- 8 Buttons + Block :

Up, Left, Down, Right, Up, Left, Down, Right, Block - I TRASHED YOU DILWEED

Up, Right, Down, Left, Up, Right, Down, Left, Block - WHAT A BUTTWIPE

Up, Back Leg, Up, Back Leg, Up, Back Leg, Up, Back Leg, Block - HELLO SENATOR

Up, Back Leg, Up, Back Leg, Down, Back Leg, Down, Back Leg, Block - I AM ONE BAD ASS MUTHUH

Up, Back Leg, Up, Back Leg, Right, Back Leg, Right, Back Leg, Block - I LOVE IT WHEN YOU DIE

Up, Back Leg, Up, Back Leg, Left, Back Leg, Left, Back Leg, Block - THIS IS A SECRET MESSAGE

Down, Back Leg, Down, Back Leg, Down, Back Leg, Down, Back Leg, Block - THE JET PACK IS MISSING

Down, Back Leg, Down, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE MACHINE GUN

Left, Back Leg, Left, Back Leg, Left, Back Leg, Left, Back Leg, Block - I SPIT DOWN YOUR WINDPIPE

Left, Back Leg, Left, Back Leg, Right, Back Leg, Right, Back Leg, Block - USE THE GAUNTLET OF NEKRON

Left, Back Leg, Left, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE VULGARITIES

Left, Back Leg, Left, Back Leg, Down, Back Leg, Down, Back Leg, Block - PLAY ALL NIGHT

Right, Back Leg, Right, Back Leg, Right, Back Leg, Right, Back Leg, Block - I KICKED YOUR ASS

Right, Back Leg, Right, Back Leg, Left, Back Leg, Left, Back Leg, Block - IF YOU CAN READ THIS YOU ARE TOO CLOSE

Right, Back Leg, Right, Back Leg, Up, Back Leg, Up, Back Leg, Block - IS THAT A ROLL OF COINS IN YOUR POCKET OR ARE YOU JUST HAPPY TO SEE ME

Right, Back Leg, Right, Back Leg, Down, Back Leg, Down, Back Leg, Block - YOU BEAT THE CRAP OUT OF HIM

Up(x4), Back Leg(x4), Block - HE DESERVED IT

Back Leg(x4), Up(x4), Block - JOHN CASSIDAY IS A SPAZZ

Back Leg(x4), Back Arm(x4), Block - JERKWEED

Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Block - BOOT LICKER

Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Block - I FART IN YOUR GENERAL DIRECTION

Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Block - GO PLAY POCKET POOL

Back Arm(x4), Back Leg(x4), Block - TRY IT AGAIN LOSER

Back Leg(x4), Front Arm(x4), Block - I SMELL A WUSS

Back Leg(x4), Front Leg(x4), Block - FLONQ YOU

Front Leg(x4), Back Leg(x4), Block - ROTFLMAO

Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Block - HEY ZIT FOR BRAINS

Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Block - WHAT A PUSS WAD

Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Block - LICK MY WHIP

Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Block - DO THE NASTY

Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Block - STUPID PUNK

Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Block - I AINT GOT TIME TO BLEED

Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Block - UP YOURS

Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Block - GRONK YOU

Front Leg(x8), Block - I AM THE UNDISPUTED RULER OF THE UNIVERSE

Front Arm(x8), Block - JUST CHOP IT

Back Arm(x8), Block - LEIF STINKS AND THEN YOU DIE

Back Leg(x8), Block - PRACTICE MAKES PERFECT

Back Arm(x2), Back Leg(x2), Front Arm(x2), Front Leg(x2), Block - DIAL 911

Front Leg, Front Arm(x7), Block - YOU WILL NEVER CHALLENGE ME AGAIN

Back Leg, Back Arm(x7), Block - NO STYLE NO CLASS

Front Arm, Front Leg(x7), Block - YOU SHOW LITTLE PROMISE

Back Arm, Back Leg(x7), Block - I AM STILL BETTER THAN YOU

Back Arm, Front Arm(x7), Block - I WILL KNOCK YOU BACK INTO YOUR MOTHER

Back Arm, Front Leg(x7), Block - MESS WITH THE BEST DIE LIKE THE REST

Back Arm, Front Arm(x7), Block - YOU WILL ALWAYS LOSE AND I WILL ALWAYS WIN

Back Leg, Front Leg(x7), Block - MY GRANDMA COULD BEAT YOU

Front Arm, Back Arm(x7), Block - IF YOU LIVE IN FEAR YOU WILL DIE IN PAIN

Front Arm, Down(x7), Block - ONLY FOOLS MAKE WRONG DECISIONS

Front Arm, Back Leg(x7), Block - BEWARE THE STORM MY POWER REIGNS

Front Leg, Back Arm(x7), Block - USE YOUR HEAD OR YOU WILL BE DEAD

Up, Down, Up, Down, Up, Down, Up, Down, Block - BLOODSTORM VERSION X.XX


* Fight Against Hidden Agents :

1) GOLEM : In Subterra (the background with the cliffs on either side), there is a spike hanging down from the ceiling, suspended over the cliff. If you can knock down the spike, it falls into the pit. Then you just jump into the pit and you will not get spiked, you will stand on top of the fallen spike and enter through the door! To knock down the spike, you need to hit it twice with either your gauntlet or a projectile. Simply jump into the air and do the normal gauntlet throw move or whatever your projectile move is.

2) DIMENTHIA : In the Obsel desert, on the ground, amidst all those symbols, there is a circular figure with five lines in it, like dividing a pie into five even wedges. Once the round begins, throw your gauntlet. You can jump and ditch it away, even. You won't need it. Move to the circular figure and do the move to pick up the gauntlet. The character will bend down and touch the ground. When the character touches the circular figure, a portal is activated and the character is transported to Triax, to fight Dimentia.

3) CRANIAC : You get to him from the Black Armada background (This background is the one with a catwalk in the distance). Getting to the back platform is the key. Hold Block and move Up 2 or 3 times to jump back to the far away platform. Moving left or right makes you switch sides, down keeps you still and up or center makes you come right back to the front. To get to Craniac, jump back to the platform 3 times and hold down each time you get back there, in order to get as much time back there as possible. 5 seconds after returning from the third trip, a small Craniac will fly onto the platform. While he is there, jump back there again to be with him, holding down to wait there. The game will freeze and a message will come up stating that you will fight Craniac!

4) WRAITH : he is found from the Scorch HQ background. You get to Wraith by entering a 'trash talk' password after you win a match on this background. The password is UP(x3), Block. If it done correctly, 'WRAITH SUMMONED' appears on the screen.

5) RATCHET : On Nimbus, note the far left side of the platform... there is a line that separates the small edge part from the rest of the platform. This is the key. On the winning round, you must defeat the opponent so that either you or your opponent stays fully to the left of the line, in the edge part. Then, you enter a 'trash-talk' code : Hold Left, then Front Leg(x4), Block.

6) SHADOW : Beat your opponent 2-0 from any background (no round 3 allowed, folks....without using the Block button in any match and do the fatality on BOTH rounds).

7) BLOOD : Blood, like Shadow, can be found from any background. To fight Blood, you need to have a perfect round and then win the match. Note that if you get a Perfect in the first round, Blood will not appear until the match (win 2 out of 3) is over. If you do this, the dead opponent explodes and Blood comes alive!

8) SIN : Beat all of the 8 regular fighters.


* SPECIAL Ending : When you have beaten all of the regular fighters and all of the hidden agents, you will get to see the credits and at the end of the credits, a code and a telephone number is given to you :).


- SERIES -


1. Time Killers (1992)

2. Blood Storm (1994)


- STAFF -


Chris Oberth


- SOURCES -


The Bloodstorm FAQ compiled by James Elkinton.

$end

$info=bloodwar,
$bio

Blood Warrior (c) 1994 Kaneko.

$end

$info=bldyror2,
$bio

Bloody Roar 2 - Bringer of The New Age (c) 1998 Eighting / Raizing.


- SERIES -


1. Beastorizer (1997)

2. Bloody Roar 2 - Bringer of The New Age (1998)

3. Bloody Roar 3 (2001)

$end

$info=bldwolf,
$bio

Bloody Wolf (c) 1988 Data East.


- TRIVIA -


Bloody Wolf was licensed to Romstar for US release and in fact, went through all the name changes during the testing cycle before release.


This game is known outside US as "Battle Rangers" and in Japan as "Narazumo Sentou Butai - Bloody Wolf" (translates from Japanese as 'Ruffian Combat Force - Bloody Wolf').


- STAFF -


Game designer : Yoshiaki Honda

Game programmers : Takaaki Ioue, Souichi Akiyama

Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man

Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa

Hardware : Tomotaka Osada


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=bloxeed,bloxeedc,bloxxedu,
$bio

Bloxeed (c) 1989 Sega.


- TRIVIA -


This game runs on both Sega System 18 and System C2 hardware.

$end

$info=bluehawk,bluehawn,
$bio

Blue Hawk (c) 1993 Dooyong.


- TRIVIA -


Also licensed to NTC.

$end

$info=blueprnt,blueprnj,
$bio

Blue Print (c) 1982 Zilec.


Controlled with an 8-way joystick and one button.


- TRIVIA -


Licensed for manufacture and distribution to Jaleco and to Bally Midway (09/1982).


- STAFF -


Staff : Christopher Stamper, John Lathbury, Timothy Stamper.


- PORTS -


* Consoles :

Atari 5200 (1983)


* Computers :

Commodore C64 (1983)

$end

$info=blueshrk,
$bio

Blue Shark (c) 09/1978 Midway.

Game ID : 742


Insert coin(s), and underwater creatures appear randomly on the screen. By pulling the trigger on the speargun, the player fires spears at the sea creatures. Features a three dimensional color background scenery depicting an underwater scene.


- TIPS AND TRICKS -


* Hint 1 - Don't Shoot The Skindiver! : Player scores 500 points for hitting the shark (long range). 400 for the octopuc, 300 for the shark (close range), and 200 for the swordfish. But be careful, if player hits the skindiver, he is penalized 500 points.

$end

$info=bjourney,
$bio

Blue's Journey (c) 03/1991 Alpha Denshi.

Game ID : 0022


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Raguy".


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Author / Planner : Takashi Hatono

Chief designer : Yohko Igarashi

Scroll designers : Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi

Sprite designers : Kazushige Hakamata, Hideyuki Yamada

Programmers : Osamu Iijima, Yuji Noguchi

Music composer : Yuka Watanabe

Sound effect : Hideki Yamamoto

Hard Wearer : Eiji Fukatsu

Sound programmer : Makio Chiba

Character voices : Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=bmcbowl,
$bio

BMC Bowling (c) 1994 BMC.

$end

$info=bwcasino,
$bio

Boardwalk Casino (c) 1984 Epos.


Controlled with six buttons.


- TRIVIA -


This game is also known as "Atlantic City Action".

$end

$info=boblbobl,
$bio

Bobble Bobble (c) 1986.


- TRIVIA -


This game is a bootleg of "Bubble bobble".


- UPDATES -


Unlike the original game :

* The left player can have only a total of two extends.

* This bootleg has a new feature in Dip switch where you may control the speed of monsters.

$end

$info=bodyslam,
$bio

Body Slam (c) 1986 Sega.


- TRIVIA -


This game is known in Japan as "Dump Matsumoto".


This game runs on a Sega Pre-System 16 hardware.

$end

$info=bogeyman,
$bio

Bogey Manor (c) 1985 Technos.

$end

$info=boggy84,
$bio

Boggy '84 (c) 1983 Eddy's Games.


- TRIVIA -


This game is a bootleg of "Boggy '83".

$end

$info=bombbee,
$bio

Bomb Bee (c) 06/1979 Namco.


- TRIVIA -


Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man".


- SERIES -


1. Gee Bee (1978)

2. Bomb Bee (1979)

3. Cutie Q (1979)


- STAFF -


Designed by : Toru Iwantani

$end

$info=bombjack,bombjac2,
$bio

Bomb Jack (c) 10/1984 Tehkan.


Collect bombs around the world!


- TRIVIA -


Round 1 music is the ending song from the Japanese animated cartoon series 'Spoon Oba-san', sung by the ultra-popular Mari Ijima (Lynn Minmay's voice in Macross). The anime was aired in 1983... at that time, Bomb Jack development was just starting: something more than a coincidence, then.

Round 2 contains the music of 'Lady Madonna', by The Beatles.


Alfa Records released a limited-edition soundtrack album for this game (Tecmo Game Music - 28XA-95) on 25/09/1986.


- UPDATES -


The older version (set 2) says 'YOU ARE LUCY' instead of 'YOU ARE LUCKY'.


- TIPS AND TRICKS -


* Hint 1 : An important piece of information to remember is that you can pick up the bombs in a certain order to get the maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses (# Bombs - Bonuses) :

20 - 10,000 pts.

21 - 20,000 pts.

22 - 30,000 pts.

23 - 50,000 pts.

So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.


* Hint 2 : The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.


* Hint 3 : Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.


* Hint 4 : You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.


- SERIES -


1. Bomb Jack (1984)

2. Bomb Jack II (1986, Commodore C64)

3. Vs. Mighty Bomb Jack (1986)

4. Bomb Jack Twin (1993)


- PORTS -


* Consoles :

Sega SG-1000 (1985)

Nintendo Game Boy (1992)


* Computers :

NEC PC8801 (1985)

Commodore C64 (1986)

Sinclair ZX Spectrum (1986)

Amstrad CPC (1986)

Atari ST (1988)

Commodore Amiga (1988)


* Others :

Mobiles phone [Nokia 3410] (2002)

$end

$info=bjtwin,
$bio

Bomb Jack Twin (c) 1993 NMK.

Game ID : UPL-93087


- TIPS AND TRICKS -


* Secret Message : Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode.


- SERIES -


1. Bomb Jack (1984)

2. Bomb Jack II (1986, Commodore C64)

3. Vs. Mighty Bomb Jack (1986)

4. Bomb Jack Twin (1993)


- STAFF -


Sound : Manabu Namiki

$end

$info=bombrman,
$bio

Bomberman (c) 1991 Hudson Soft.


In the future, fight competitions among robots are the most popular event. Bomberman & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomberman & his brother Bomberman 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D


- TRIVIA -


Licensed to Irem.


This game is known outside Japan as "Dynablaster".


This game runs on the Irem M-90 system hardware.


- SERIES -


1. Bomberman (1987, Nintendo Famicom)

2. Bomberman (1991)

3. Bomberman World (1992)

4. Bomberman II (1992, Nintendo Famicom)

5. Bomberman '93 (1992, NEC PC-Engine)

6. Super Bomberman (1993, Nintendo Super Famicom)

7. Bomberman '94 (1994, NEC PC-Engine)

8. Super Bomberman 2 (1994, Nintendo Super Famicom)

9. Super Bomberman 3 (1995, Nintendo Super Famicom)

10. Super Bomberman 4 (1996, Nintendo Super Famicom)

11. Neo Bomberman (1997)

12. Super Bomberman 5 (1997, Nintendo Super Famicom)

$end

$info=bbmanw,bbmanwj,
$bio

Bomberman World (c) 1992 Irem.


After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomberman and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :)


- TRIVIA -


This game is known in US as "New Atomic Punk - Global Quest".


This game runs on the Irem M-97 system hardware.


- SERIES -


1. Bomberman (1987, Nintendo Famicom)

2. Bomberman (1991)

3. Bomberman World (1992)

4. Bomberman II (1992, Nintendo Famicom)

5. Bomberman '93 (1992, NEC PC-Engine)

6. Super Bomberman (1993, Nintendo Super Famicom)

7. Bomberman '94 (1994, NEC PC-Engine)

8. Super Bomberman 2 (1994, Nintendo Super Famicom)

9. Super Bomberman 3 (1995, Nintendo Super Famicom)

10. Super Bomberman 4 (1996, Nintendo Super Famicom)

11. Neo Bomberman (1997)

12. Super Bomberman 5 (1997, Nintendo Super Famicom)


- STAFF -


Sound composer : Miyako Omori

$end

$info=bnzabros,
$bio

Bonanza Bros. (c) 1990 Sega.


A split screen one or two player game in which you play the bad guys (Robo and Mobo) trying to accumulate cash and incriminating evidence from other thieves in a series of buildings like banks and casinos. Success means the Chief of Police won't throw you in jail and you help him turn the town from Badville into Goodville!


- TRIVIA -


This game runs on the Sega System 24 hardware.


- PORTS -


* Consoles :

Sega Master System (1991)

Sega Megadrive (1991)

NEC PC Engine (1992)

NEC PC Engine Super CD-ROM2 (1992)


* Computers :

Amstrad CPC (1991)

Atari ST (1991)

Commodore Amiga (1991)

Commodore 64 (1991)

Sinclair ZX Spectrum (1991)

Sharp X68000 (1991)

$end

$info=bcrusher,
$bio

Bone Crusher (c) 1985 Japan.


- TRIVIA -


This game is a bootleg of "Knuckle Joe".

$end

$info=bongo,
$bio

Bongo (c) 1983 Jetsoft.

$end

$info=bonkadv,
$bio

Bonks Adventure (c) 1994 Kaneko.


A platform game consisting of 21 stages fighting dinosaurs and other creatures.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game had a ticket payout mechanism meaning you could also win cheesy prizes.


This game was based on the NEC PC Engine game of the same name.


- SERIES -


1. Bonk's Adventure (1992, Nintendo Game Boy)

2. Bonk's Revenge (1994, Nintendo Game Boy)

3. Super Bonk (Nintendo Super Famicom)

4. Super Bonk 2 (Nintendo Super Famicom)

$end

$info=bonzeadv,bonzeadu,
$bio

Bonze Adventure (c) 1988 Taito.

Game ID : B41


- TRIVIA -


This game is known in Japan as "Jigoku Meguri".


The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law.


- STAFF -


Game director : Yasumasa Sasabe

Creaters : Crazy-Yoshikawa, Creamy Tetsu

Creature designed by : Junji Yarita

Game design director : Hidehiro Fujiwara

Game designer : Kenshi Kaito

Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima

Hardware director : Takashi Ohara

Art director : Hiroyasu Nagai

Sound directed by : Hisayoshi Ogura

Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa

$end

$info=boogwing,
$bio

Boogie Wings (c) 1992 Data East.

$end

$info=boomrang,
$bio

Boomer Rang'r (c) 1983 Data East.


- TRIVIA -


This game is known outside US as "Genesis".


- STAFF -


Staff : Y. Suzuki, D. Kohama, Y. Sakakura, M. Sano

$end

$info=bootcamp,
$bio

Boot Camp (c) 08/1987 Konami.

Game ID : GX611


- TRIVIA -


This game is known outside US as "Combat School".


This game runs on the "Contra" hardware.

$end

$info=boothill,
$bio

Boot Hill (c) 03/1977 Midway.

Game ID : 612


Each player (up to two people may play at a time, and you will want to play in two player mode), controls a gunfighter. You use a small joystick to move up and down. While you used a second (much larger) joystick to aim your pistol and shoot (the stick also has a trigger button). Your only goal is to shoot the other player, who is right across the screen from you (who will then fall down and say 'Zap, Shot Me', and turn into a tombstone. It isn't usually a straight shot, because there is a wagon on the screen that gets in the way. The game is time based, and not life based. The factory setting is for a 90 second game, but this is operator adjustable. The computer opponent is quite easy to beat into the ground with a little practice, but a human opponent is much more challenging.


- TRIVIA -


This game was released in an upright dedicated cabinet, mostly yellow, but it was covered with stencil style painted cowboy sideart that showed two different cowboys on each side. The front of the machine had a few more cowboys painted on it (one with a black hat and one with a white hat). There was no marquee at all, the game had its title printed on the monitor bezel, which also showed a detailed cartoon scene of a few cowboys shooting it out in a graveyard on top of a hill. The game used a 23'' monochrome open frame monitor that was buried deep within the machine. They used a combination of mirrors, overlays, and blacklights to put the game on a detailed background of actual hilly terrain. The control panel had one 2-Way trigger switch joystick, and one smaller 8-Way for each player.


Boot Hill represented a pretty major leap forward for arcade technology. Those detailed background graphics, that lush use of glowing colour... Sadly, though, it was all a big con. Boot Hill's colourful backdrops were achieved by the unscientific method of sticking a big bit of cellophane with the background painted on it over the screen, with the all-white graphics then superimposed on top.


- SERIES -


1. Gun Fight (1975)

2. Boot Hill (1977)


- STAFF -


Designed and programmed by : Dave Nutting

$end

$info=brdrlinb,
$bio

Borderline (c) 1981 Sega.


- PORTS -


* Consoles :

Sega SG-1000

$end

$info=borench,
$bio

Borench (c) 1990 Sega.


- TRIVIA -


This game runs on the Sega System C2 hardware.

$end

$info=bosco,boscoo,boscoo2,boscomd,boscomdo,
$bio

Bosconian - Star Destroyer (c) 11/1981 Namco.


A space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all six base cannons. The player's ship which is controlled with an 8-way joystick is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups.


- TRIVIA -


Also licensed to Midway for US manufacture and distribution (02/1982).


Bosconian was famous for being the first game to have a continue feature. When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine.


The CPU board is identical to the "Galaga" one but with more custom chips and extra RAMs. The graphics board is completely different and is not compatible. 


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.


* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score.


- SERIES -


1. Bosconian - Star Destroyer (1981)

2. Blast Off (1989)


- STAFF -


Designed and programmed by : Akira Takundai, Hurashi Nagumo

Music by : Nobuyuki Ohnagi


- PORTS -


* Consoles :

Sony PlayStation (1995, "Namco Museum Vol.1")


* Computers :

Sharp X68000 (1981)

MSX (1984)

Commodore C64 (1987, "Bosconian 87")

Sinclair ZX Spectrum (1987, "Bosconian 87")

Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003).

Sord-M5

$end

$info=botanic,
$bio

Botanic (c) 1983 Itisa Palamos.


- TRIVIA -


Licensed to Valadon Automation for French manufacture and distribution.


- STAFF -


Henk Spits, Josep M. Petit, Josep Morillas

$end

$info=bottom9,bottom9n,
$bio

Bottom of the Ninth (c) 02/1989 Konami.

Game ID : GX891


- TRIVIA -


This game is known in Japan as "Main Stadium - Meinsutajiamu".


This game runs on the "Chequered Flag" hardware.

$end

$info=bouldash,bouldshj,
$bio

Boulder Dash (c) 05/1990 First Star Software.


- TRIVIA -


Licensed to Data East.


This game is a port from an original game designed at First Star Software by Peter Liepa and Chris Grey for the Apple II computer.


- TIPS AND TRICKS -


* Escape Trick : There is an escape mode that allows you to go through the stones and any moving walls. To activate it, press the A and B buttons at the same time while moving. There is a cost involved, though - it deducts 20 seconds for each stone or wall passed through.


* Boulder Dash Part 2 : There is a way to access Boulder Dash Part 2 from the attract mode (Part 2 has the same levels, but increased difficulty). To access it, press the following key sequence while the player list is onscreen : A+Up, A+Down, Left, Right.


- STAFF -


Planner (First Star Software) : Peter Liepa, Chris Grey

Arrange : Mr. Inaba

Graphic designers : Miss Yamaguchi, Miss Shiraiwa, Mr. Yokoi

Sound : Miss Hara, Mr. Fuse

Hard : Mr. Mitsui

Programmers : Mr. Ishiguri, Mr. Sakai, Mr. Ohta

$end

$info=bballs,
$bio

Bouncing Balls (c) 1991 Comad.

$end

$info=bounty,
$bio

The Bounty (c) 1982 Orca.

$end

$info=bowlrama,
$bio

Bowl-O-Rama (c) 1991 P&P Marketing.

$end

$info=boxer,
$bio

Boxer (c) 1978 Atari.

Game ID : A007203


- TRIVIA -


The controls were a big pain. The players gripped handles that could be swiveled left and right to simulate punching. The problem was, they kept being broken by players. More and more was done to strengthen these controls until they were capable of finally being able to withstand public abuse. Unfortunately after all this the game didn't test well enough to be released.

$end

$info=boxingb,
$bio

Boxing Bugs (c) 03/1981 Cinematronics.


This is kind of like a reverse of "Star Castle". You control a cannon inside an enclosure in the center of the screen. You have to blast the baddies to keep them out of your little area. You can either shoot them, or hit them with your boxing glove. You control all the action with a spinner, and a few buttons.


- TRIVIA -


One of the last vector games Cinematronics made; very few numbers were produced and Cinematronics' days were numbered. They would make a brief comeback with "Dragon's Lair", but shortly afterwards be swallowed up by Leland Corporation and disappear into oblivion.


Boxing Bugs ran on expanded version of the basic Cinematronics hardware platform. It added a ROM board and a color conversion board which allowed a color game to run on the otherwise monochrome Cinematronics vector platform. It used a Wells Gardner color X-Y monitor, and shipped in a rather unremarkable yellow cabinet that had plain 'Cinematronics' sideart painted on. The cabinet was similar to the one used for "Speed Freak", but not exactly the same. The control panel featured an optical spinner with three action buttons on either side of it.


- STAFF -


Designed and programmed by : Jack Ritter

Additional program by : Scott Boden

$end

$info=boxyboy,
$bio

Boxy Boy. (c) 11/1990 Thinking Rabbit / Namco.


- TRIVIA -


This game is known in Japan as "Souko Ban Deluxe".


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.


- STAFF -


Music composed by : Ayako Sasou


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=bradley,
$bio

Bradley Trainer (c) 1981 Atari.


- TRIVIA -


Originally called 'IFV' (Infantry Fighting Vehicle), this game was commissioned by the U.S. Army for infantry vehicle training.


Bradley Trainer used existing "Battle Zone" hardware with many modifications. The simulator also used a replica of the controls from a real Bradley Fighting Vehicle. The control was later modified for use in Atari's coin-op "Star Wars".


Only two prototypes of this machine were ever produced. One of the prototypes is now in the hands of Scott Evans (http://www.safestuff.com). The other's whereabouts are unknown, and presumed destroyed.


- STAFF -


Project leader : Rick Moncrief

Programmed by : Ed Rotberg

Engineer : Jed Margolin

Mechanical engineer : Otto De Runtz

Technician : Erik Durfey

$end

$info=brain,
$bio

Brain (c) 1986 Coreland / Sega.


- TRIVIA -


This game runs on the Sega System 2 hardware.

$end

$info=brvblade,
$bio

Brave Blade (c) 2000 Eighting / Raizing.


- STAFF -


Planning & Design : Mitsuakira Tatsuta

Planning & Program : Kenji Shibayama

Staff : Masaharu Tokutake, Syouji Mizumoto, Yuki Yonei, Tomotaka Takeuchi, Hiroshi Sato, Kenichi Sato, Kenichi Yokoh, Manabu Namiki, Hiroshi Tahara

Advance : Susumu Hibi

Supervision : Yuichi Toyama, Yuichi Ochiai

Producer : Masato Toyoshima

$end

$info=berabohm,beraboho,
$bio

Bravo Man - Chou Zetsurin Jin (c) 05/1988 Namco.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Unequaled Man'.


This game runs on the Namco System 1 hardware.


- STAFF -


Music by : Norio Nakagata


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=brkthru,
$bio

Break Thru (c) 02/1986 Data East.


- TRIVIA -


This game is known in Japan as "Kyohkoh-Toppa".


- PORTS -


* Consoles :

Nintendo Famicom (1987)


* Computers :

Commodore C64 (1986)

Amstrad CPC (1986)

Sinclair ZX Spectrum

$end

$info=breakers,
$bio

Breaker's (c) 11/1996 Visco.

Game ID : 0230


Fast-paced and combo-friendly fighter with 8 selectable characters and one end boss.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Breaker's (1996)

2. Breaker's Revenge (1998)


- STAFF -


Executive producer : Tetsuo Akiyama

Producer : Don Gabacho

Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki

'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)

Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo

Object designer : Tomohiro Ohno

Art designers : Water Valley, E-Ayasu Beam!!

'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)

Music composer : Ken'ichi Kamio

Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)

Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)


- PORTS -


* Consoles :

SNK Neo-Geo CD

$end

$info=breakrev,
$bio

Breaker's Revenge (c) 07/1998 Visco.

Game ID : 0245


A small update to Breaker's containing one new selectable character, Saizo and different colored backgrounds.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.


- TIPS AND TRICKS -


* Unlock Bai-Hu : At the character selection screen, press Up at the same time on both 1P&2P joystick.


- SERIES -


1. Breaker's (1996)

2. Breaker's Revenge (1998)


- STAFF -


Executive producer : Tetsuo Akiyama

Producer : Don Gabacho

Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki

'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)

Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo

Object designer : Tomohiro Ohno

Art designers : Water Valley, E-Ayasu Beam!!

'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)

Music composers : Ken'ichi Kamio

Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)

Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)

$end

$info=breywood,
$bio

Breywood (c) 1986 Data East.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in US as "Shackled".


This game represents the Data East answer to Atari's "Gauntlet".


Poly Star released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- UPDATES -


The attract mode is different in US version.

$end

$info=brickzn,brickzn3,
$bio

Brick Zone (c) 1992 SunA.

$end

$info=brickyrd,
$bio

Brickyard (c) 1976 RamTek.


- TRIVIA -


This game is also known as "Barricade".


- SERIES -


1. Brickyard (1976)

2. Barricade II

$end

$info=brix,
$bio

Brix (c) 1982 Advanced Microcomputer / Cinematronics.


- TRIVIA -


This game is the prototype version of "Zzyzzyxx" (it was renamed to Zzyzzyxx before release).

$end

$info=brutforc,
$bio

Brute Force (c) 1991 Leland.


A four player melee in the city streets against various gangs. Lots of weapons and items to pick up and lots of things in the background to break with them.


- STAFF -


Designed by : Bob Skinner, Kevin Lydy

Directed by : John Rowe

Executive producers : Medo Moreno, Dan Viescas

Graphics : Kevin Lydy

Software : Bob Skinner, Hwan Kim

Soundware : Sam Powell, Michelle Simon

Music : Sam Powell

Hardware : Alex Mckay, Eric Henderson

Additional software : Phil Sorger, Earl Stratton, Bruce Moore

Vocals : 'Slater Bros.

$end

$info=bubl2000,
$bio

Bubble 2000 (c) 1998 Tuning.


- TRIVIA -


Caveman characters are taken from the Super Famicom game "Prehistoric Man". These appear to be unlicensed reproductions of registered characters.

$end

$info=bublbobl,bublbobr,bubbobr1,
$bio

Bubble Bobble (c) 08/1986 Taito.

Game ID : A78


Bubble Bobble features two cute dragons, Bub and Bob, who moved over a system of platforms, busting and pushing bubbles, avoiding bad guys and collecting a variety of power-ups. The game featured 100 levels, each with intriguing puzzles and twists.


- TRIVIA -


Licensed to Romstar for US manufacture and distribution (10/1986).


The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob.


In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganisation - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.


Some bootlegs of this game are known as "Bobble Bobble", "Miss Bubble II" and "Super Bobble Bobble".


Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on 25/01/1987


- UPDATES -


Revision 1 :

* Software version : 0.018

* First world release.


Revision 2 :

* Software version : 1.0

* US release.


Revision 3 :

* Software version 5.1

* US release (11/1986).

* Added mode selection at the begining of the game (Normale or Super mode).


- TIPS AND TRICKS -


* Unlimited Run And Rapid Fire : At the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!.


* Original Bubble Bobble : At the title screen press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds.


* The 'Super Bubble Bobble' Code : At the title screen press 1P, Jump, Fire, Left, Right, Jump, 1P, Right. This will change the Bubble Bobble logo in 'Super Bubble bobble' and the game will change under several points of view : different platform colors, different order for monster appearances... The most important change is that this is the ONLY way to see the REAL ending of the game (and you'll need also to kill the final baddie in a 2P play, 'cause the game wants to promote the 'power of friendship'... see below). If the *super* trick is performed on the original version of Bubble Bobble, the game lets you choose at the very start between 'normal' and 'super' game, while the bootlegs don't.


* Secret Tombs : Make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door.


* Paffing A Skel : Skel is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by 'his' Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character.


* The Trick! : At the end of a level, sometimes all of the bubbles on the screen will inexplicably turn into food (even if there was no candy cane on that level). If the tens and hundreds digits of either player's score match when the last monster of a level is popped, then the bubbles will turn into food! Ex : scores of 10,770 1,350,990 or 576,000 will produce 'the trick.' Usually, my partner and I kill everything in a level, and as one player moves to pop the last monster, the other player will 'get the trick' by blowing bubbles against a wall until the score is correct. Notice that you _do_ get the points for popping the last monster, so if you're by yourself, you have to work your score so that the tens and hundreds digits will match _after_ the points for the last monster are added....


* Blowing Yourself Through : It is possible (though quite difficult) to bounce on a bubble at the top of the screen and ride it 'through' the top, so that you emerge at the bottom of the screen.


* Full Ending Sequence : Beat the game in 2 Player in Super mode and you'll get the full end sequence.


* High Score Codes : After getting a high score, enter your initials as :

SEX - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemy into 6k diamonds.

TAK - Octopus-turns bubbles into X's at end of level.

STR - Flamingo-turns bubbles into smiling turds at end of level.

KTT - Beer-turns bubbles into pizzas at end of level, what a perfect match !!!

... - Knife-flying cakes/vegetables/etc across the screen, turns enemy into 6k diamonds.

I.F, MTJ, NSO, KIM, YSH - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds.


- SERIES -


1. Bubble Bobble (1986)

2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)

3. Final Bubble Bobble (1988, Sega Master System)

4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)

5. Bubble Bobble Part 2 (1993, Nintendo Famicom)

6. Bubble Bobble II (1994)

7. Bubble Memories - The Story of Bubble Bobble III (1996)


- STAFF -


Game design & Character : Fukio Mitsuji (MTJ)

Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO)

Sound creator : Tadashi Kimijima (KIM)

Instruction : Yoshida (YSH)

Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK)


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sega Master System (1988)

Nintendo Game Boy (1990)

Sega Game Gear (1994)

Nintendo Game Boy Advance (2002, "Bubble Bobble Old & New")

Sega Saturn ("Bubble Bobble & Rainbow Island")

FM Towns Marty


* Computers :

Commodore C64 (1987)

Atari ST (1987)

Commodore Amiga (1987)

Amstrad CPC (1987)

Sharp X68000 (1989)

PC [MS-DOS, 5.25''] (1989)

Sinclair ZX Spectrum (1991)

PC [MS-DOS, CD-ROM] (1996, "Bubble Bobble & Rainbow Island")

MSX / MSX2

Apple II


* Others :

Nokia N-Gage (2004, "Taito Memories")

$end

$info=bublbob2,
$bio

Bubble Bobble II (c) 10/1994 Taito.

Game ID : D90


Ten years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is also known as "Bubble Symphony".


This game runs on the Taito F3 System hardware.


- TIPS AND TRICKS -


* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.


* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.


* Game Mode Select : Before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'.


* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters.


- SERIES -


1. Bubble Bobble (1986)

2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)

3. Final Bubble Bobble (1988, Sega Master System)

4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)

5. Bubble Bobble Part 2 (1993, Nintendo Famicom)

6. Bubble Bobble II (1994)

7. Bubble Memories - The Story of Bubble Bobble III (1996)


- STAFF -


Project leader : Keppel Maekawa

Game planners : Yoshitake Shirei, Keppel Maekawa

Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)

Map creators : Taka. Furukawa, Yoshitake Shirei

Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan

Dot design works : Akiyoshi Takada, Mari Fukusaki, Natsuko Mochi, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)

All music & sound composed by : Yasuko Yamada (Zuntata)

Sound effects : Ishikawa Babio (BABI) (Zuntata)

Music adviser : Tamayo Kawamoto (Zuntata)

Instruction designers : Mihoko Sudoh, Rintaroh Doi

Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki

$end

$info=bubblem,bubblemj,
$bio

Bubble Memories - The Story of Bubble Bobble III (c) 02/1996 Taito.

Game ID : E21


- TRIVIA -


This game runs on the Taito F3 System hardware.


- TIPS AND TRICKS -


* Power Up Mode : Press Up, Right, Left, Down, Up, Right, Left, Down at the title screen. Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum and yellow gum.


* Super Mode : Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels.


* Original Mode : Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37.


- SERIES -


1. Bubble Bobble (1986)

2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)

3. Final Bubble Bobble (1988, Sega Master System)

4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)

5. Bubble Bobble Part 2 (1993, Nintendo Famicom)

6. Bubble Bobble II (1994)

7. Bubble Memories - The Story of Bubble Bobble III (1996)


- STAFF -


Software design : Harumi. K, Meltycat!

Character design : Voosy Marler, Aki, Mari Chan, Miwa Kamiya

Map design : Taka. Furukawa, FJT

Music by : Yasuko Yamada (Zuntata)

Sound Effects by : Ishikawa Babio (BABI) (Zuntata)

Design works : Kumi Mizore, Jun Iwata

Hardware design : Takashi Kinugasa, Katsumi Kaneoka, Tomio Takeda, Kazuhiko Bando

$end

$info=bubsympe,bubsymph,bubsympu,
$bio

Bubble Symphony (c) 10/1994 Taito.

Game ID : D90


Ten years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is also known as "Bubble Bobble II".


This game runs on the Taito F3 System hardware.


- TIPS AND TRICKS -


* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.


* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.


* Game Mode Select : Before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'.


* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters.


- SERIES -


1. Bubble Bobble (1986)

2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)

3. Final Bubble Bobble (1988, Sega Master System)

4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)

5. Bubble Bobble Part 2 (1993, Nintendo Famicom)

6. Bubble Symphony (1994)

7. Bubble Memories - The Story of Bubble Bobble III (1996)


- STAFF -


Project leader : Keppel Maekawa

Game planners : Yoshitake Shirei, Keppel Maekawa

Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)

Map creators : Taka. Furukawa, Yoshitake Shirei

Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan

Dot design works : Akiyoshi Takada, Mari Fukusaki, Natsuko Mochi, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)

All music & sound composed by : Yasuko Yamada (Zuntata)

Sound effects : Ishikawa Babio (BABI) (Zuntata)

Music adviser : Tamayo Kawamoto (Zuntata)

Instruction designers : Mihoko Sudoh, Rintaroh Doi

Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki


- PORTS -


* Consoles :

Sega Saturn (1997)

There was also a Sony PlayStation port by Virgin, but was not marketed.

$end

$info=bubbles,bubblesr,bubblesp,
$bio

Bubbles (c) 1982 Williams.


In Bubbles you control a cartoon soap bubble inside a large sink. The object of the game is clean out the sink. You can safely scrub away ants, grease, and crumbs all the time. But sponges, roaches, brushes, and razor blades are deadly to a small bubble. Don't worry too much though, because your bubble grows in size as it swallows up the dirt in the sink. When it gets big enough it will be able to hit brushes and sponges (but still not razors).


- TRIVIA -


This title was designed to be a fun, non-violent, 'clean' game, so the design team of Angelo and Kotlarik came up with the idea of a game based on cleaning, which was then implemented by programmer Murphy.


Bubbles runs on the Williams Classic platform which also runs "Defender", "Robotron - 2084", "Stargate", "Splat!", "Sinistar", and "Joust". All seven of these games use nearly identical PCB boards, and several people have successfully rigged "Joust" or "Robotron - 2084" boardsets to run all seven titles at once (only the "Joust" or "Robotron - 2084" boards can run all the games, successfully) . The game itself runs on two processors, an M6809 (at 1 Mhz), and an M6808 (at .895 Mhz). These processors, along with 12 game ROMs, a sound ROM, and 24 4116 RAM chips (2k each for a total of 48k of RAM, 38k of which is used for the screen buffer), are spread out among a set of four PCBs (printed circuit boards).


Bubbles was available in two different upright cabinets, a standard wooden one, and the more uncommon plastic DuraMold cabinet. A mini (or cabaret) cabinet, and a cocktail. All five different varieties are pretty rare. On top of there being five different cabinets, there were also two different ROM revisions (the 'Red' and 'Blue' revisions). Making a grand total of ten different Bubbles machines.

* The standard upright is in a dark blue cabinet (which is identical to one of the alternate "Robotron - 2084" cabinets). It is decorated with painted sideart of a bunch of bubbles coming up from a drain. The marquee matches the design of the sideart perfectly (a 'Bubbles' logo on a dark blue background, some of them also showed the main character, but many of them did not). The control panel features an 8-Way optical joystick that has an incredible feel, but is prone to breakage.

* The DuraMold cabinet was a round cabinet made completely out of thick plastic. This was an experiment in making an indestructible arcade cabinet that would last forever. There were a few other DuraMold games made, but Bubbles was the most common one by far. The DuraMold Bubbles was a big blue plastic cylinder with no sideart. It had a curved marquee on top that had the same graphics as the standard upright. The control panel had the same joystick that the upright model used, but the graphics on it were more detailed (cartoon images of characters from the game, as opposed to a simple design).

* The cabaret and cocktail models were identical in design to their "Robotron - 2084" counterparts. Both of these had very limited production runs.


- STAFF -


Program, design and sounds by : John Kotlarik (JJK), Tim Murphy (TIM)

Art and design by : Python Anghelo (ANG)

Support software by : Dave Rzepka

Hardware by : Chuck Bleich, Greg Wepner

Mechanical by : Leo Ludzia, Gary Berge.

Video manager : Ken Lantz


- PORTS -


* Consoles :

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")

$end

$info=buckrog,buckrogn,
$bio

Buck Rogers - Planet of Zoom (c) 12/1982 Sega.


- TRIVIA -


This game is also known as "Zoom 909".


This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?).


- SERIES -


1. Buck Rogers - Planet Of Zoom (1982)

2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS)

3. Buck Rogers - Matrix Cubed (1992 - MS-DOS)


- STAFF -


Security by : Masatoshi Mizunaga


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

Colecovision (1983)


* Computers :

Commodore VIC20 (1983)

Commodore C64 (1983)

PC [MS-DOS] (1984)

Sinclair ZX Spectrum (1985)

MSX (1985, "Zoom 909")

Apple II

$end

$info=bucky,buckyua,
$bio

Bucky O'Hare (c) 1992 Konami.

Game ID : GX173


This game is the story of a green rabbit named Bucky O'Hare and his crew fighting to save the Aniverse (Like our universe, just in another dimension with different planets) from the invading Toads ruled by a computer system known as KOMPLEX.


- TRIVIA -


This game runs on a "Xexex" based hardware.


Bucky O'Hare first started out as a comic in the Mid 80's and became a cartoon in the early 90's.


- UPDATES -


In the U.S. version:

* Extra lives are impossible to obtain. In the world version, you could obtain an extra life by collecting a heart if you had enough health (the unused health is carried over to the new life).

* The Gimmick Weapon is mapped to button 3 (mapped to buttons 1 and 2 in the world version).

* You must press all three buttons to use a super bomb (mapped to button 3 in the world version).


- STAFF -


Main programmer : Wada 92618

Software designers : Momohei Koyama, MZ80K Ando

Main character designer : Escape Iuchi5

Character designer : Drunker Yokoki

Enemy character designer : Gammer Kikuchi

Sound program and effects by : Hideaki Kashima, Kouji Kazaoka, Kazuhito

Music by : Star Hanzawa

Screen play by : K. Kinugasa

Hardware designer : D. Konishi

Package designer : Shogo Kumasaka

Supervisor : K. Wada

Management by S. Kido.


- PORTS -


* Others :

LCD handheld game (1992)

$end

$info=buggychl,buggycht,
$bio

Buggy Challenge (c) 1984 Taito.

Game ID : A22


- TRIVIA -


Also licensed to Tecfri for distribution.


This was the first driving game to introduce the concept of offroad.

$end

$info=bullfgtr,
$bio

Bull Fighter (c) 1984 Alpha Denshi.


- TRIVIA -


Licensed to Sega.

$end

$info=bullfgt,
$bio

Bullfight (c) 12/1984 Coreland / Sega.

Game ID : 834-5478


- TRIVIA -


This game is known in Japan as "The Togyu".


This game runs on the Sega System 1 hardware.

$end

$info=bullsdrt,
$bio

Bulls Eye Darts (c) 1985 Shinkai.


- TRIVIA -


Licensed to Magic Electronics.

$end

$info=bnj,
$bio

Bump 'n' Jump (c) 12/1982 Data East.


- TRIVIA -


Licensed to Bally Midway for US manufacture and distribution.


This game is known in US as "Burnin' Rubber".


- TIPS AND TRICKS -


* Bonus Points : If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1983)

Nintendo Famicom (1988)


* Computers :

Commodore C64 (1984, "Bumping Buggies")

$end

$info=btime,btimem,btime2,
$bio

Burger Time (c) 1982 Data East.


Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the bigesst Burgertime score ever!


- TRIVIA -


Burger Time was originally made for the Deco Cassette System ("Cassette : Burger Time"), an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally Midway licensed this title soon after its original release (10/1982), and redesigned the hardware to drop the cassette altogether. This version of the game sold vast quantities when compared to the original. There was also a bootleg version of this game that bore the title "Cook Race".


Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger.


- UPDATES -


The Bally Midway licensed version has a different attract mode.


- TIPS AND TRICKS -


* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful.


* Peppers Appearances : The peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen...

Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped.

Level 2 - After 5, 7, and 13 ingredients.

Level 3 - 4, 8, and 13.

Level 4 - 6, 16, 22, 29.

Level 5 - 3, 6, 9.

Level 6 - ????


* Hint 1 : Enemies can't turn around immediately, so you can follow them around temporarily.


* Hint 2 : The best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.


* Hint 3 : Leave LOTS of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters.


* Hint 4 : When enemies first appear, you have 1/4 sec to go through them, if you need to.


* IMPORTANT : If you die while the last piece of food is falling into place, the game will NOT deduct a man from your game!


- SERIES -


1. Burger Time (1982)

2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)

3. Super Burger Time (1990)


- PORTS -


* Consoles :

Colecovision (1982)

Atari 2600 (1982)

Mattel Intellivision (1982)

Nintendo Famicom (1985)

Nintendo Game Boy (1991, "Burger Time Deluxe")

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")


* Computers :

Commodore C64 (1984)

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

MSX ("Mac Attack")

VTech Laser-VZ ("Hamburger Sam")

Amstrad CPC


* Others :

LCD handheld game (1982) released by Mattel.

$end

$info=burglarx,
$bio

Burglar X (c) 1997 Unico Electronics.


- STAFF -


Game planners : Koo Eun Joong, Kim Yang Su

Graphic designers : Kim Yang Su, Na Jong Yong

BGM composers : G.D.Hwang, Park Hyo Jin

Sound effects : Kim Yang Su

Programmers : Koo Eun Joong, Lee Chang Gyu

H/W designer : Jun Jung Ok

Assistants : Choi Gyu Keun, Lee Gi Seon, Moon Sung Ok

Director : Koo Eun Joong

$end

$info=buriki,
$bio

Buriki One in Tokyo - World Grapple Tournament '99 (c) 05/1999 SNK.


- TRIVIA -


This is the seventh & final game to use the Hyper Neo-Geo 64 hardware system.

$end

$info=brubber,
$bio

Burnin' Rubber (c) 1982 Data East.


- TRIVIA -


This game is known in US as "Bump 'n' Jump".


A bootleg of this game is known as "Car Action".


- TIPS AND TRICKS -


* Bonus Points : If you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.


- PORTS -


* Computers :

Commodore C64 (1983)

$end

$info=burningf,burningh,
$bio

Burning Fight (c) 04/1991 SNK.

Game ID : 0018


Three street warriors battle the city gangs and find power-up items after smashing items open.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Duke, one of the player characters, appears as a striker in "The King of Fighters 2000".


- STAFF -


Front character designers : Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee

Back character designers : Manoru, Masabon, Meguchirin

Music composer / Sound effect : Yamapy 1

Programmers : ....& Eye Love, MA2

Planning : Woo Woo, Moo

Producer : Eikichi Kawasaki


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=burnforc,
$bio

Burning Force (c) 11/1989 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Burning Force : Namco Game Sound Express Vol.2 - VICL-15001) on 07/02/1990.


- STAFF -


Executive producer : Devil Nakamura

Game programmers : Devil Nakamura, Yoshichin

Test program : Komo, Yama

Sound programmer : Koba

Story by : Makotomas

Production designers : Indori2, Daihadan13, Kimuko, Panzer Abe

Sound designer : Yoshinori Kawamoto (Kawagen)

Naming production manager : Nat.

Title design : takinoue

Constructive manager : Setoland

Directed by : Makotomas


- PORTS -


* Consoles :

Sega Mega Drive (1990)

$end

$info=brival,
$bio

Burning Rival (c) 07/1993 Sega.


A cartoon-like fighter with pleasing animation and a sense of humor. Eight selectable characters.


- TRIVIA -


This game runs on the Sega System 32 hardware.


- STAFF -


Chief programmer : Yasushi Nakajima

Planner : Issei Tokuda

Programmers : Hiroaki Shouji, Mika Aizawa, Satoshi Hosoda

Effect designer : Masataka Aochi

Sound effects and sound programmer : Tohru Nakabayashi

B.G.M. : Hideaki Miyamoto

Animation : Zero-One, Ltd.

Ending illustration : Katsuhiko Nishijima

Ending color coordinate : Noriyuki Yoshino


* Voice Cast :

Arnold : Francis Silva

Bill : Takenobu Mitsuyoshi

Craze : Susumu imura

Jackson : Toshihiro Nagoshi

Mr.Chin : Takehito Tsumagari

Santana : Greg Irwin

Shingen : Yasuhiro Takagi

Aska : Haruka Itoh


Recording : Power House Studio

$end

$info=pbobbl2u,
$bio

Bust-A-Move Again (c) 07/1995 Taito.


- TRIVIA -


This game is known outside US as "Puzzle Bobble 2".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Puzzle Bobble (1994)

2. Bust-A-Move Again (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- STAFF -


Game designer : Seiichi Nakakuki

Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.

Programmers : Hiroshi Maruyama, Junichiro Noguchi

Sound (Zuntata): Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu

Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori

$end

$info=bbros,
$bio

Buster Bros. (c) 12/1989 Mitchell.


- TRIVIA -


Licensed to Capcom for manufacturing and distribution.


This game is known outside US as "Pang" and in Japan as "Pomping World".


A Buster Bros. unit appears in the 1995 movie 'Welcome to the Dollhouse'.


- SERIES -


1. Buster Bros. (1989)

2. Super Buster Bros. (1990)

3. Buster Buddies (1995)

4. Mighty! Pang (2000)


- STAFF -


Planning : NDA

Programmers : Hospitel Masa, Mamichan Otona

Music compose : Tamayo Kawamoto

Character designers : Hiramattyo, Oyuu

Direction : Kihaji Okamoto


- PORTS -


* Consoles :

NEC PC Engine CD (1993)

Nintendo Game Boy


* Computers :

Sinclair ZX Spectrum

Amiga 500

$end

$info=butasan,
$bio

Butasan (c) 08/1987 NMK.


Control a pig and blow up other pigs. The simple gameplay is as tasty as a bacon sandwich! Vegetarians beware! :)


- TRIVIA -


The title of this game translates from Japanese as 'Mister Pig'.


Licensed to Jaleco.


- STAFF -


Hardware : Yousuke Maki

Software : Tamio Makasato

Sound : Taeko Suzuki

Design : Maoko Magamime

Planning : Makasato & Magamime


- PORTS -


* Computers :

Commodore C64 (1988, "Psycho Pigs UXB")

Amstrad CPC (1988, "Psycho Pigs UXB")

Sinclair ZX Spectrum (1988, "Psycho Pigs UXB")

$end

$info=cabal,cabal2,cabalbl,
$bio

Cabal (c) 1988 TAD Corp.


In this shooter, you must help a pair of soldiers make their way through dangerous battlefields filled with enemy soldiers & vehicles in order to take down an evil dictator. Don't forget to take cover if neccesary and grab any weapon you can find! Features plenty of secrets & destructible background objects!


- TRIVIA -


Licensed to Fabtek for US manufacture and distribution (09/1988).


- UPDATES -


In the bootleg version, you may roll up with the third button.


- TIPS AND TRICKS -


* General Tips :

1) Airplanes are worth 10000, choppers 7000, tanks and trucks are 5000, 3000, and 2000. Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.

2) A well-placed grenade will destroy two choppers.

3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.

4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.

5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! They will drop four grenades. Pick up these grenades as quickly as possible and shoot the medics again for another four grenades.

6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.

7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!

8) If you want a lot of grenades, shoot the white 'super' soldier. Guys from M.A.S.H. will go to pick up him. Every shot to these guys gives you one grenade.

9) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!


* Tips For Specific Enemies :

1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).

2) The giant submarine that shows up at the end of screen 4 on level two can be sunk three times as fast if you shoot at the conning tower (the top-most part of the sub). It has also been determined that you can get by the submarine WITHOUT killing it... just avoid it until it submerges three times and it will destroy itself. Note that you don't get the points for killing it if it self-destructs.

3) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.

4) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.

5) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.


- SERIES -


1. Cabal (1988)

2. Blood Bros. (1990)


- PORTS -


* Consoles :

Nintendo Famicom (1989)


* Computers :

Commodore Amiga (1989)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Atari ST (1989)

PC [MS-DOS, 5.25''] (19??)

$end

$info=cabaret,
$bio

Cabaret (c) 199? IGS.

$end

$info=cachat,
$bio

Cachat (c) 1993 Taito.


- TRIVIA -


This game is known outside Japan as "Tube-It".


This game runs on the Taito L System hardware.

$end

$info=cadash,cadashu,cadashj,cadashi,cadashf,
$bio

Cadash (c) 1989 Taito.

Game ID : C21


Four great heroes : A Fighter, a Wizard, a cleric and a Ninja go on a quest to rescue the captured princess. This taito adventure game feature all the ingredient of traditional Role-Playing-Game (stats, exp, buy upgrade in store...).


- TRIVIA -


This game runs on the "Bonze Adventure" hardware.


The French version of Cadash is a mine of translation mistakes.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990.


- TIPS AND TRICKS -


* Hint : Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly.


- STAFF -


Programmed by : Toru Sugawara (SGW), Tarabar Hori, Masaki Yagi (MYG), Seiichi Taikoishi, Yuichi Kohyama

Graphic & game designed by : Onijust (ONJ)

Music and sound created by Team Zuntata.


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sega Mega Drive (1992)

$end

$info=dino,dinou,
$bio

Cadillacs and Dinosaurs (c) 02/1993 Capcom.


Four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Cadillacs Kyouryuu Shin Seiki".


This game runs on the Capcom Play System hardware (CPS).


Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.


- UPDATES -


During the storyline, the Japanese version has a scrolling effect on the text. All other versions have no such effect.


- STAFF -


Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who

Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho

Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P

Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo

Sound : Toshi Bull, Nobu


- PORTS -


* Consoles :

Sega Mega-CD (1993)

$end

$info=dinoj,
$bio

Cadillacs Kyouryuu Shin Seiki (c) 02/1993 Capcom.


Four earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Cadillacs New Dinosaur Century'.


This game is known outside Japan as "Cadillacs and Dinosaurs".


This game runs on the Capcom Play System hardware (CPS).


Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.


- UPDATES -


During the storyline, this version has a scrolling effect on the text. All other versions have no such effect.


- STAFF -


Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who

Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho

Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P

Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo

Sound : Toshi Bull, Nobu

$end

$info=calibr50,
$bio

Cal. 50 - Caliber Fifty (c) 09/1989 Seta.

Game ID : UH


- TRIVIA -


Licensed to Taito for manufacture and distribution.


Licensed to Romstar for US distribution.


All speech in the game is the voice of Jun Aida.


- STAFF -


Produced by : Jun Fujimoto

Directed by : Noboru Miyamari

Screen play by : Noboru Miyamari

Based on the Novels by Viet Nam 1972.

Art direction : Mitsuhiro Takeda

Music direction : Tak Suzuki (Goblin Sound)

Original music composers (Goblin Sound) : Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto

Sound effects editor : Noboru Miyanari

Sound mixer / editor : Tak Suzuki (Goblin Sound)

Sound programmer : Noboru Miyanari

Titles : Mitsuhiro Takeda

Hardware designer : Nobuyuki Nonaka

Custom chip designed by Digital Magic Lab.

Programmer : Noboru Miyanari

Character designers : Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima

Background designer : Tomokazu Sunaga

Special effects : KII System

Controller designers : Yoshikazu Ikegai

Assemblers : Akihiro Aranaga, Toshio Sasho and many others

Marketing : Tohru Ishikawa, Yasuhiro Ota

Parts department : Mikio Harada, Masayuki Iwata

Graphic tools designed by : Hiroyuki Watanabe

Development system designed by : Keiji Ishikawa


- PORTS -


* Consoles :

Sega Mega Drive

$end

$info=calspeed,
$bio

California Speed (c) 1998 Atari Games.


A driving game that takes place in various courses throughout the state of California, USA and includes a stage where you race on a rollercoaster!

Controlled with a steering wheel with force feedback, 4 position shift lever and two pedals.


- TRIVIA -


This game runs on the Atari Seattle hardware.


There are two types of California Speed, one of which does not utilise the 4 position shift lever. This was the factory kit that converted "Hyperdrive" to California Speed.


On the Laguna Seca raceway, adverts for some other Atari games can be seen in the background : "Mace - The Dark Age", "Maximum Force", "Primal Rage" and "Area 51".


- TIPS AND TRICKS -


* Mirrored Tracks : Hold down all 3 view buttons during track select for mirrored tracks.


* Backrow Vehicles : Press Tailgate Cam button during car select to choose backrow vehicles.


- PORTS -

Nintendo 64 (1999)

$end

$info=calipso,
$bio

Calipso (c) 1982 Stern Electronics.


- TRIVIA -


Licensed to Tago Electronics.


This game runs on the "Scramble" hardware.

$end

$info=cameltry,cameltrj,camltrua,
$bio

Cameltry (c) 04/1990 Taito.

Game ID : C38


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- PORTS -


* Consoles :

Nintendo Super Famicom (1992, "On the Ball" and "Cameltry")

$end

$info=cannball,
$bio

Cannon Ball (c) 1995 Yun Sung / Soft Vision.

$end

$info=cannonb,
$bio

Cannon Ball (c) 1985 Soft.


- TRIVIA -


This game runs on the "Crazy Climber" hardware.

$end

$info=cball,
$bio

Cannonball (c) 1976 Atari.


- TRIVIA -


Cannonball was Owen's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure.


Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, "What listings?" It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer.


- STAFF -


Designed and Programmed by : Owen Rubin


- PORTS -


* Consoles :

Atari 2600 (Human Cannonball)

$end

$info=canyon,canyonp,
$bio

Canyon Bomber (c) 11/1977 Atari.

Game ID : 009493-009504


A two player competitive game! Players controlled two vintage aircraft... a bi-plane and a blimp. The aircraft flew back and forth over a canyon filled with numbered targets. His objective was to time the release of his bombs so as to hit the most targets. He played continously, until he used up his alotment of misses. As the targets were destroyed and the canyon got emptied, the competition really heated up.

Controlled with a button marked 'drop'.


- TRIVIA -


Canyon Bomber is Howie's second Atari project ("Super Bug" was his first). The author describes his game as 'upside-down Breakout' and says it was a far superior two-player competitive game than when played one person versus the computer. He modified the "Sprint 2"'s circuitry, then programmed it.


- STAFF -


Designed and programmed by : Howard Delman (Howie)


- PORTS -


* Consoles :

Atari 2600 (1978)

$end

$info=cbasebal,
$bio

Capcom Baseball - Suketto Gaijin Oo-Abare (c) 10/1989 Capcom.


- TRIVIA -


The subtitle translates from Japanese as 'The Big Attack of the Foreign Supporter'.

$end

$info=capbowl,capbowl2,capbowl3,capbowl4,
$bio

Capcom Bowling (c) 08/1988 Incredible Technologies.


- TRIVIA -


This game was originally supposed to be titled 'Beer Frame Bowling'.


- TIPS AND TRICKS -


* Hint 1 : To get a strike most of the time, position the ball between the 3rd and 4th dot behind the foul line. Also, move the ball closer to the foul line, but do NOT cross it. The closer you move the ball to the foul line, the more you may need to nudge your ball a little to the left. This is because when the ball travels slow enough on the lane, it will hook to the right.


* Hint 2 : If the ball is over the line when you position your ball, and you have not thrown it, you can move it back behind the line with no foul (which is necessary if over half of the ball is across the line...a foul will be called if you try throwing it from that position).


- SERIES -


1. Capcom Bowling (1988)

2. Coors Light Bowling (1989)

$end

$info=csclub,cscluba,csclubj,csclubh,
$bio

Capcom Sports Club (c) 07/1997 Capcom.

Game ID : CP-S II No. 24


Gear up sports fans! Try your best at three different sports and go for the glory at each one : Basketball (Dunk Stars), Soccer (Kick Stars) & Tennis (Smash Stars). Small playfield areas make up for some pretty fast action and the funny artwork style as well as a catchy soundtrack are the highlights of this excellent sports pack. You have fans rooting for you, don't let them down!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


In Smash Stars, the chinese tennis player is none other than Capcom's most famous police detective & famous Street Fighter : Chun Li! (Posing undercover as Li-li) :)


- TIPS AND TRICKS -


* Select New Teams/Player : After 1997 credits have been entered into the machine, the title page changes by adding a girl with a dog on the left side of the screen. This also unlocks 3 new teams (one for each game) as follows...

Dunk Stars - Golden USA

Smash Stars - Melody Love

Kick Stars - All Stars


- STAFF -


Planner : Yoshifumi Fukuda

Programmers : Yoshinobu Inada, Masahito Ohya, Kazuhiko Komori

CG-Works : Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura

Object designers : Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori, Shirahama, Tomohiko Ohsumi, Tadashi Noyama

Scroll designers : Kazumi Teramoto, Megumi Maeno, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno

Sound : Hideki Okugawa, Ryoji Yamamoto

Designers : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Voice actors : Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision)

Producer : Yoshimi Ohnishi

General producer : Noritaka Funamizu

Supervisor : Yoshiki Okamoto

$end

$info=cworld,
$bio

Capcom World - Adventure Quiz (c) 11/1989 Capcom.


- TRIVIA -


This game features a few characters from other Capcom games: Red Arremer King from "Ghouls'n Ghost", Dr. Wily from the Megaman series, Unknown Soldier from "Forgotten Worlds" and Mobi Chan who appears in several Capcom games as a bonus item (he originally appeared in "Side Arms - Hyper Dyne").


- SERIES -


1. Capcom World - Adventure Quiz (1989)

2. Capcom World 2 - Adventure Quiz (1992)


- PORTS -


* Consoles :

PC Engine Super CD-ROM (06/1992, "Adventure Quiz Capcom World - Hatena no Daibouken")

$end

$info=cworld2j,
$bio

Capcom World 2 - Adventure Quiz (c) 06/1992 Capcom.

Game ID : CP-S No. 19


Controlled with four buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


This game features a multitude of characters from several Capcom games! Here they are listed by source game title :

* "Captain Commando" : Captain Commando, Baby Head, Mack the Knife, Ginzu the Ninja, Carol, Doppel, Dr.T.W. (with the Monster), Marbin, Scumocide and Wooky (with a Robot).

* "Final Fight" : Cody, Guy, Haggar, Abigail, Edi E., Poison, Rolento and Sodom.

* "Forgotten Worlds" : Unknown Soldier, Dust Dragon and the girl from the shop.

* "The King of Dragons" : Cleric, Dwarf, Elf, Fighter, Wizard and Gildiss (the final boss).

* "Knights of the Round" : Arthur, Lancelot, Perceval, Garibaldi (or Arlon?) and Scorn.

* "Magic Sword - Heroic Fantasy" : Lizardman, Theif, Drokmar, Quimyra and several unnamed characters (player one, the cloak and dagger baddie, the skull wizard baddie and the dragon).

* "Megaman III" : Megaman, Dr. Light, Dr. Wily, Protoman, Geminiman, Hardman, Shadowman, Snakeman, Hammer Joe and Mon King.

* "Street Fighter II - The World Warrior" : Blanka, Chun Li, Dhalsim, E. Honda, Guile, Ken, Ryu and Zangief.

* "Strider" : Strider Hiryu.

* "Three Wonders" : Gaia, Laru (the one with the sword) and an unnamed rabbit (player one from the 'Don't Pull' segment).


Two of the game's characters (Pure & Fur) appear as assist characters in "Marvel vs. Capcom - Clash of Super Heroes".


- SERIES -


1. Capcom World - Adventure Quiz (1989)

2. Capcom World 2 - Adventure Quiz (1992)


- STAFF -


Character designers : Yamachan, Okame, Kitasan, M. Okazaki, Nakatsuka, Ban, Hkn, E. Shida

Programmers : M. Kobayashi, Pon, Hero Hero, H.M.D

Music & sound : Syun Nishigaki (SYUN)

Planners : C. Kanemitsu, Hiratou K-Suke, K. Nishikawa, E. Shida

$end

$info=capitol,
$bio

Capitol (c) 1981 Universal Video Spiel.

$end

$info=captaven,captavne,captavnu,captavnj,captavna,captavuu,
$bio

Captain America and the Avengers (c) 10/1991 Data East.

Game ID : MAN


Vision, Hawkeye, Captain America and Iron Man team up to defeat Red Skull and his gang of bad guys! Also includes shooter stages. The Avengers can throw soda cans so hard that they cause heavy damage to the enemy! True power!

Controlled with 8-way joystick and two buttons.


- TRIVIA -


A Captain America and the Avengers unit appears in the 1994 movie 'Airheads'.


- STAFF -


Exective producer : K. Jimbo

Project leader : Horitan

Marketing : Makoto Nagao, Hitoshi Kitazume

Hardware designers : Mad Scientist, Dr.Yaj Mahal

Hardware assistant : Toshio Kawamoto

Sound : Tomoyoshi Sato (Tom Sato), Tatsuya Kiuchi (Mr.K)

Graphic master : Masanori Tokoro

Graphics co.operaters : Sonomi Kiyota, Oguri, Atsushi Takahashi, Hiroshi Koga, Touma Arakawa

Translators : Yoshiya Nishi, Steve Miller, Etuko Kobata

Back up : Jeff Brown, Naomi Susa

Graphic producer : Tomoji Kodama

Graphic A.P. : Yaeko Kodama

Key Animator : Takashi Sokabe

In between : Akihiko Mamashita

Back ground : Fumie Nuibe

Color director : Noriyuki Yoshino

Graphic designers : Hanaita, Ayumi Hanimaru, Yasuyuki Sato, Surupi

Game designer : Hidenobu Ito

Software designers : Tac.H, hiroshi Ohnuki, Tesa Amusement Service, MI Computer, KM


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Sega Game Gear (1993)

Nintendo Super Famicom

$end

$info=captcomm,captcomu,captcomj,
$bio

Captain Commando (c) 09/1991 Capcom.

Game ID : CP-S No. 17


Captain Commando and his three faithful companions travel through various locales on their way to confront the evil Scumocide!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


CAPtain COMmando = CAPCOM


Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff.


Each of the player's button on the dedicated 4-player cabinet uses a unique two-in-one play action button design: two large half circle buttons (red & blue) placed straight side by straight side to form one big circle, thus making two buttons look like one big button cut in half vertically.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.


- STAFF -


Character designers : Kurisan, Ouji, Eripyon.N, Mattian, Q, Mayo, Ykaru M.

Scroll gfx : Koi, Konomi (Powerful Konomi), Sui, Buppo, Go

Programmers : Y. Egawa, Yokoyama, T. Ueno, Yoshizumi

Sound : T. Yomage

Sound-sub : Syun Nishigaki (SYUN)


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Sony PlayStation (1998) : The Playstation port is 550+ MB, while the original CPS1 game is ~5.5MB. There's no visual difference in the Playstation and arcade version.

$end

$info=csilver,
$bio

Captain Silver (c) 07/1987 Data East.


- PORTS -


* Consoles :

Sega Master System (1988)

Nintendo Famicom

$end

$info=ctomaday,
$bio

Captain Tomaday (c) 05/1999 Visco.

Game ID : 0249


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Don Gabacyo

Director : Ume. W

Graphic designers : Max Noda, Mi, Mo, Mocchi, Mike. Pi!, Sadaijin, Shimarisu, Takano

Programmers : Bilbo, Chi-chan, Marin, Momonga, Alice You

$end

$info=caractn,
$bio

Car Action (c) 1983.


- TRIVIA -


This game is a bootleg of "Burnin' Rubber".

$end

$info=carjmbre,
$bio

Car Jamboree (c) 1983 Omori Electric.


- PORTS -


* Computers :

MSX

$end

$info=carpolo,
$bio

Car Polo (c) 03/1977 Exidy.


Car Polo is an 'up-to-four player' full color video game that combines the skills of driving with the intense player interaction of team sports. The object is to score by bumping or pushing the ball with a car into your team's goal. Teamwork revolves around passing and blocking strategy. Play becomes fast and furious, and excitement is enhanced by car motor noises, crash sounds, controlled grass skids and bouncing ball motions.


- TRIVIA -


H.R. Pete Kauffman founded Exidy in 1973 as a manufacurer of coin-operated video games. 'Exidy' is an abbreviation of 'Excellence In Dynamics'.


First video games utilizing micro-processor technology (controlled by a Single Logic Board) and a color display.


- TIPS AND TRICKS -


* Bugs : If you insert a coin too fast (before the GAME OVER sign appears), the cars will chase 'away' from the ball.


- STAFF -


Designed and programmed by : Howell Ivey

$end

$info=carnevil,
$bio

CarnEvil (c) 12/1998 Midway Games.


A first-person shooter controlled with a lightgun? CarnEvil is more than just the scariest shooter around, it's an awe-inspiring cinematic experience. The sinister cast of characters has been conjured up from the darkest depths of your imagination. The stunning 3-D environments are portrayed in such gruesome detail, you will think you're trapped in a horror film. CarnEvil boasts the goriest graphics of any game you've ever seen. No game is more frightening or more fun than CarnEvil!


- TRIVIA -


CarnEvil is a pun for 'The Carnival of Evil'.


This game runs on the Midway Seattle hardware.


- TIPS AND TRICKS -


* Crazy Hats And Afro Haircuts : Choose the Haunted House stage and then shoot five times before the stage starts. You will see that the zombies and other characters will have crazy hats and even afros on their heads!


- STAFF -


Based on a concept by : Jack E. Haeger


Executive producers : Neil Nicastro, Kenneth J. Fedesna

Production manager : Paul Dussault

Programming : Samuel Christian Zehr, Jason Blochowiak

Art : Scott Pikulski, Samuel Lewis Crider, Martin Murphy, Rowan Atalla, MArtin Martinez, Jack E. Haeger

Lead game code programmer : Samuel Christian Zehr

Background movies (Direction and animation) : Samuel Lewis Grider, Rownan Atalla

3D character design : Scott Pikulski

3D character animation & Motion capture : Martin Murphy

Original score and Sound effects : Kevin Quinn, Jason Blochowiak

Opening and closing cinematics by Blur : Stephanie Taylor (CG producer), Aaron Powell (CG supervisor / animator), Kirby Miller, Eric Prinkel (animators), Mr. Tim Miller (creative director)

Texture paintings : Martin Martinez

Cabinet graphics : Daniel Vincent Bigelow

Gun and cabinet design : Chris Bobrowski, Tom Kopera, Dave Link

Voice talent : Phoebe Fuller-Spichiger, Marc Falkenberg, Scott Pikulski, Stephanie Eckles, Martin Martinez, Rob Berry, Mary Lin Luscolino, Jack E. Haeger, Bethann Smukowski

Motion capture talent : Jack E. Haeger, Martin Murphy, Carlos Pesina

Hardware support : Sheridan Oursler, Rosalind Dugas, Leroy Brown, Pat Cox

Creative media : Christa Woss, Dave Paulus, Jennifer Chervenick, Patrick Fitzgerald, Beth Smukowski, Matt Derner, Tim Moran, Dave Grossman, Andy Lycke, Jim Tiannis, Chris Skrundz

Game testers : Brian Lebaron, Paulo Garcia, Mike Vinokour, Eddie Ferrier, Alex Gilliam

Midway sales : Mark Struhs, Rachel Davies, Jenifer Gloria, Ron Baum, Lenore Sayers, Mark Chan, Joe Bundra, Vince Moreno, MIchael Sengelmann, Marty Glazman

$end

$info=carnival,carnvckt,
$bio

Carnival (c) 06/1980 Sega.

Game ID : 651-666 (Upright), 501-516 (Cocktail)


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


There were at least four different dedicated cabinets available for this game, two uprights and two cocktails. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet. The two cocktails seem to represent two different generations of the Sega/Gremlin cocktail, the only differences between them are the control panel and coin mechs (Both cocktail cabinets were also used for other Sega games such as Frogger).

* The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement.

* The cocktail versions used small 13'' monitors and were relatively unadorned. The older ones had a larger control panel and different coin mechs. The only decoration was a set of instruction cards underneath the top glass (the cards were the same for both versions). These machines used small 2-Way joysticks for movement (instead of push buttons).


One final note. The upright and cocktail versions of this game used two different sets of PCBs. They both use the same wiring harness, but the cocktail version flips the display for the second player. This is a bit of an anomaly, usually games simply have a switch on the mainboard to switch between upright and cocktail mode. 


A Carnival unit appears in the 1983 movie 'Joysticks'.


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1982)

$end

$info=cawing,cawingu,
$bio

Carrier Airwing (c) 10/1990 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "U.S. Navy".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.


- UPDATES -


The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese verison of the game ("U.S. Navy") than in the American verison (Carrier Air Wing).


- TIPS AND TRICKS -


* Real Ending : beat the game in one credit.


* Secret items :


Mission 2 :

White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot.


Mission 3 :

Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb.

Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on).

Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier.


Mission 6 :

Snowman (4,000 pts) - Shoot at the base of the 4th iceberg.


Mission 7 :

Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano.


Mission 8 :

Mech with a flag (20,000 pts) - Release a bomb behind the second house.


Mission 9 :

Red Mech (10,000 pts) - Shoot at the base of the fortress wall.

Yashichi - Destroy the red turret located on a footbridge.


Mission 10 :

Yashichi  - Destroy the red turret located at the top of the engines.


- SERIES -


1. U.N. Squadron (1989) 

2. Carrier Airwing (1990)

$end

$info=castfant,
$bio

Astro Fantasia (c) 03/1981 Data East.

Game ID : 07


This is a "Galaga" style vertical shooter with a few unique twists that make it interesting. You pilot a single fighter ship against an armada of enemies (sound familiar?). There are two different play screens that alternate :

The opening screen uses pseudo 3-D graphics and has a large red bit of what appears to be machinery (or perhaps part of a very large spaceship) as background on the bottom half of the screen. You can move your ship around anywhere on the red background, but the black area beyond is off limits. The game opens with a large mothership craft visible at the top of the screen, but your shots cannot reach it at this point. Red UFOs quickly begin attacking you, swooping in line formations from the top area of the screen. They actually scale in size as they get closer to you (a nice effect for a 1981 raster title). By moving around you will discover that the screen can scroll upwards quite a bit, and the enemy armada comes into view if you get near the top of your area. The armada consists of several rows of ships in classic "Space Invaders" style, except for the fact that they are tiny. You can quickly blast the armada away, as you have twin shots on this opening screen, and you can have several sets of them on screen at once (it really only takes a few seconds to take out the armada). After the armada is gone, the mothership begins spewing out groups of red UFOs (who make suicide runs at your ship), and a new green ship that actually fires at you. Be sure and shoot these green ships quickly, as they split into three separate enemies once they reach your movable territory. Eventually the mothership will stop spewing fighters at you, and the entire screen will scroll up (taking you completely away from your red 'home base'), and the game will begin the second wave.

The second wave pits you against the mothership directly. You will find that your multi shot is gone, and you can only have one shot on the screen at a time. The mothership has three areas that must be blasted away (a 'spark' on each side, and then the center which takes several more hits than the sparks do). The mothership does not flash, or otherwise provide any feedback on a successful hit, but just blast away, and eventually you will get it.

After killing the mothership the game will award you bonus points based upon how much fuel you have left and then the game will begin again with increased difficulty.


- TRIVIA -


This particular title was only released on cassette tapes, and was made for the DECO Cassette System arcade platform. The Astro Fantasia tape held 32K of data on a two minute audio cassette. The marquee for this title shows an 'Astro Fantasia' logo in a 'space warp' type scene.

$end

$info=cbdash,
$bio

Boulder Dash (c) 08/1985 Data East.

Game ID : 44


- STAFF -


Designed and programmed by : Peter Liepa, Chris Gray

$end

$info=cbnj,
$bio

Bump 'n' Jump (c) 04/1983 Data East.

Game ID : 27


- TRIVIA -


This game is also known as "Burnin' Rubber".

$end

$info=cbtime,
$bio

Burger Time (c) 1982 Data East.

Game ID : 26


Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the bigesst Burgertime score ever!


- TRIVIA -


Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger.

$end

$info=cburnrub,cburnrb2,
$bio

Burnin' Rubber (c) 11/1982 Data East.


- TRIVIA -


This game is also known as "Bump 'n' Jump".

$end

$info=cgraplop,cgraplp2,
$bio

Cluster Buster (c) 11/1983 Data East.

Game ID : 28

$end

$info=cdiscon1,
$bio

Disco No 1 (c) 03/1982 Data East.

Game ID : 19


- TRIVIA -


This game is also known as "Sweet Heart".

$end

$info=cexplore,
$bio

Explorer (c) 11/1982 Data East.

$end

$info=cfghtice,
$bio

Fighting Ice Hockey (c) 04/1984 Data East.

Game ID : 40

$end

$info=clocknch,
$bio

Lock'n'Chase (c) 04/1981 Data East.

Game ID : 11

$end

$info=cluckypo,
$bio

Lucky Poker (c) 02/1981 Data East.

Game ID : 15

$end

$info=cmissnx,
$bio

Mission-X (c) 03/1982 Data East.

Game ID : 21


- PORTS -


* Consoles :

Mattel Intellivision

$end

$info=cnightst,cnights2,
$bio

Night Star (c) 04/1983 Data East.

Game ID : 32

$end

$info=cppicf,cppicf2,
$bio

Peter Pepper's Ice Cream Factory (c) 02/1984 Data East.

Game ID : 39


- SERIES -


1. Burger Time (1982)

2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)

3. Super Burger Time (1990)

$end

$info=cprobowl,
$bio

Pro Bowling (c) 03/1983 Data East.

$end

$info=cprogolf,
$bio

Pro Golf (c) 09/1981 Data East.

Game ID : 13

$end

$info=cprosocc,
$bio

Pro Soccer (c) 11/1983 Data East.

Game ID : 33

$end

$info=cptennis,
$bio

Pro Tennis (c) 05/1982 Data East.

Game ID : 22

$end

$info=clapapa,clapapa2,
$bio

Rootin' Tootin' (c) 11/1982 Data East.

Game ID : 29

$end

$info=cscrtry,cscrtry2,
$bio

Scrum Try (c) 03/1984 Data East.

Game ID : 38

$end

$info=csuperas,
$bio

Super Astro Fighter (c) 05/1981 Data East.

Game ID : 09


- SERIES -


1. Astro Fighter (1980)

2. Super Astro Fighter (1981)

$end

$info=csweetht,
$bio

Sweet Heart (c) 03/1982 Data East.


- TRIVIA -


This game is also known as "Disco No 1".

$end

$info=cterrani,
$bio

Terranean (c) 02/1981 Data East.

Game ID : 04

$end

$info=ctsttape,
$bio

Test Tape (c) 1981 Data East.

$end

$info=ctornado,
$bio

Tornado (c) 1982 Data East.

Game ID : 20

$end

$info=ctisland,ctislnd2,ctislnd3,
$bio

Treasure Island (c) 01/1982 Data East.

Game ID : 16

$end

$info=czeroize,
$bio

Zeroize (c) 1985 Data East.

$end

$info=catapult,
$bio

Catapult (c) 1982 Epos.

$end

$info=catch22,
$bio

Catch-22 (c) 1985 Exidy.


- TRIVIA -


This game is also known as "Combat".


This game runs on the Exidy 440 hardware.


- STAFF -


Software : Larry Hutcherson, Vic Tolomei, Ken Micholson

Hardware : Howell Ivy, Mark Von Striver

Graphics : Lynn Pointer, Ken Nicholson

Audio : Ken Nicholson

Art : Rey Maninang

Support : Pam Banegas

$end

$info=caterplr,
$bio

Caterpillar (c) 19?? Olympia.


- TRIVIA -


This game is a bootleg of "Centipede".

$end

$info=cavelon,
$bio

Cavelon (c) 1983 Jetsoft.


- TRIVIA -


This game runs on the "Scramble" hardware.


- PORTS -


* Computers :

Commodore C64 (1984)

$end

$info=cninja,cninjau,cninja0,
$bio

Caveman Ninja (c) 02/1991 Data East.

Game ID : MAG


A bunch of neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.


- TRIVIA -


This game is known in Japan as "Tatakae Genshijin - Joe & Mac".


A bootleg of this game is known as "Stone Age".


The Caveman Ninja title seems to be a parody of Data East's previous arcade hit "Bad Dudes" title in Japan : "Dragonninja" :)


- SERIES -


The following only applies to US version of Caveman Ninja :


1. Caveman Ninja (1991, Arcade) / Joe & Mac (1991, Super Famicom)

2. Congo's Caper (1993, Nintendo Super Famicom)

3. Joe & Mac 2 - Lost in the Tropics (1993, Nintendo Super Famicom)

4. Joe & Mac Returns


The following only applies to World version of Caveman Ninja :


1. Caveman Ninja (1991, Arcade) / Joe & Mac - Caveman Ninja (1991, Super Famicom)

2. Congo's Caper (1993, Nintendo Super Famicom)

3. Joe & Mac 3 - Lost in the Tropics (1993, Nintendo Super Famicom)

4. Joe & Mac Returns


- STAFF -


Planner : Makoto Kikuchi

Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan

Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo

Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama)

Hard : Nervous K.K., Hiroshi.Ohnuki


- PORTS -


* Consoles :

Nintendo Famicom (1991, "Joe & Mac")

Nintendo Super Famicom (1991)

Sega Mega Drive (1991)

Nintendo Game Boy (1993, "Joe & Mac")


* Computers :

Commodore Amiga (1992)

$end

$info=centiped,centipdb,centipd2,centtime,
$bio

Centipede (c) 06/1981 Atari.

Game ID : 136001


Shoot The Insects In A Mushroom Patch! The player is represented by a small, insect-like character at the bottom of the screen. The player moves the character about the bottom area of the screen with a trackball and fires laser shots at a centipede advancing from the top of the screen down through a field of mushrooms. Shooting the centipede's head creates another mushroom; shooting a body segment creates another centipede.


If the centipede reaches the bottom of the screen, it moves back and forth within the player area and adds segments to itself as it traverses each row. When all the centipede's segments are destroyed, a new centipede forms at the top of the player area. A player loses a life when hit by a centipede or another enemy, such as a spider, a flea which leaves mushrooms behind when less than five are in the player area, or a scorpion which can poison a mushroom and send the centipede hurtling straight toward the player area. When a player loses a life, any mushrooms that have been partially destroyed are also restored.


- TRIVIA -


Centipede, completed in 1981, was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world.


The first coin-op game designed by a woman, Dona Bailey. But Ed Logg did the majority of the work on Centipede, Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women.


* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch. Steve Calfee : "Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.".


* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battle Zone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : "We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.".

In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were outgrossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!".

The quarters are still rolling in. Dan Plishkin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry.".


* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game.Dan Plishkin : "One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it. "Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Plishkin continued : "Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!".


* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world. Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes.... When you're good at a game it gives you an incredible sense of power over the whole environment.".


Atari's second bestselling coin-op game. Approximately 55,000 units were produced. Centipede was the 1st UL (Underwriter's Laboratories) approved game.


Centipede came in three different form factors, upright, cabaret, and a cocktail table.

* The uprights were by far the most common. All of them can be converted to "Millipede" with only minor effort. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was similar in construction to the Asteroids cabinet. The game featured ornate painted sideart of a truly evil looking green bug, while the monitor bezel and marquee basically copied the same picture, but from a different angle.

* The cabaret was an ugly looking little thing, with woodgrained sides, and a nameplate down by the coin box.

* The cocktail version is black and woodgrained, and has two control panels. The only graphics on this one are a pair of Centipede logos underneath the glass (the same design is also repeated on the control panels. 


Note : The upright side artwork features a grasshopper, while it is not present during gameplay. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however.


Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries.


Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album.


A bootleg was released by Olympia under the same name. Another bootleg of this game is known as "Caterpillar".

A French hack of this game is known as "Mill Pac". An Italian hack is known as "Magic Worm".


A Centipede unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again', in the 1983 movie 'Joysticks', in the 1984 movie 'Body Double', in the 1985 movie 'Teen Wolf', in the 1986 movie 'Running Scared', in the 1987 movie 'Death Wish 4 - The Crackdown', in the 1995 movie 'Species' and in the 1996 movie 'House Arrest'.


In 1982, Atari released a set of 12 collector pins inluding : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


MB (Milton Bradley) released a bordgame based on Atari's Centipede.


- TIPS AND TRICKS -


* Easier Mode : Play as player 2 on a cocktail cabinet, the spider becomes easier to hit in later levels.


* Hint 1 : On levels that have complete centipedes (all in one piece), the fleas never come out. You can clear all the mushrooms on these levels.(Of course it's the easiest on the first level!). You can start building a shield of mushrooms on the lower levels, and that way you don't have to work about fleas dropping, or poisoned mushrooms either (If you're really patient, build a shield around yourself, and just shoot spiders for the whole game).


* Hint 2 : Note that a very important factor in the game is the rate of feed of the new centipede segments when one reaches the bottom. You can manipulate this feed value, to get past the really impossible feed! First, the feed rate doesn't advance until the first time a centipede segment actually feeds in. Then it advances on a straight point basis. It seems to turn over every 300K or so. But the rate of feed increases much faster when you're scoring while centipede segments are actually feeding in.


- SERIES -


1. Centipede (1981)

2. Millipede (1982)


- STAFF -


Designed and programmed by : Dona Bailey, Ed Logg


- PORTS -


* Consoles :

Atari 2600 (1982)

Atari 5200 (1982)

Atari XEGS

Atari 7800 (1984)

Colecovision (1983)

Mattel Intellivision (1983)

Atari Lynx (1987)

Sega Master System (1992, "Arcade Smash Hits")

Nintendo Game Boy (1995)

Nintendo Game Boy Color (1995)

Sega GameGear (1996, "Arcade Classics")

Sega Mega Drive (1996, "Arcade Classics")

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")


* Computers :

Commodore VIC20 (1983)

Commodore C64 (1983)

Atari ST (1992)

PC [CD-Rom] (1999, "Atari Arcade hits 1")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")


* Others :

Mobile phone [Motorola T720] (2002)

$end

$info=cerberus,
$bio

Cerberus (c) 1985 Cinematronics.

$end

$info=chaknpop,
$bio

Chack'n Pop (c) 1983 Taito.

Game ID : A04


The predecessor of "Bubble Bobble".


- STAFF -


Music by : Yoshino Imamura


- PORTS -


MSX (1984)

Nintendo Famicom (1985)

Sega SG-1000

$end

$info=chainrec,
$bio

Chain Reaction (c) 1995 Data East.

$end

$info=challeng,
$bio

Challenger (c) 12/1981 GamePlan.


- TRIVIA -


Licensed to Centuri.

$end

$info=chameleo,
$bio

Chameleon (c) 1983 Jaleco.

$end

$info=champbas,champbbj,champbja,
$bio

Champion Baseball (c) 07/1983 Sega.


- SERIES -


1. Champion Baseball (1983)

2. Champion Baseball Part-2 (1983)

$end

$info=champbb2,
$bio

Champion Baseball Part-2 (c) 1983 Sega.


- SERIES -


1. Champion Baseball (1983)

2. Champion Baseball Part-2 (1983)

$end

$info=chboxing,
$bio

Champion Boxing (c) 1984 Sega.


- TRIVIA -


This game runs on a Sega's SG-1000 console based hardware.


Champion Boxing is the first game created by Yu Suzuki.


- STAFF -


Designed by : Yu Suzuki


- PORTS -


* Computers :

MSX (1984)

$end

$info=crgolfc,crgolfb,
$bio

Champion Golf (c) 1984 Nasco.


- TRIVIA -


This game is a also known as "Crowns Golf".

$end

$info=chmplst2,
$bio

Champion List II (c) 1996 IGS.

$end

$info=chwrestl,
$bio

Champion Pro Wrestling (c) 1985 Sega.


Early Sega wrestling game with only two teams and strange gameplay.

Controlled with a 2-way joystick and two buttons.


- TRIVIA -


This game runs on a Sega's SG-1000 console based hardware.


- PORTS -


* Consoles :

Sega SG-1000 (1985)


* Computers :

MSX (1985)

$end

$info=champwr,champwru,champwrj,
$bio

Champion Wrestler (c) 1989 Taito.

Game ID : C01


Eight original wrestlers fight for glory, money and win the title belt of TWF circuit in a single or tag-team match.


- TRIVIA -


This game runs on the Taito L System hardware.


Rastan, the "Rastan Saga" heroes appears in this game as Miracle Rastan.


Don't miss the funny pictures in win/lose screen :).


- STAFF -


Director : Takeshi Murata

Progammers : Takeshi Murata, Tsui Kato, Creamy Tetsu, Takahisa Horimoto

Game designers : Kenji Kaito, Hiroyuki Maekawa

Character designers : Kenji Kaito, Minori Ishino, Makoto Fujita, Oolong Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, Minako Morimoto

Sound (Zuntata) : Pochi, Hidehito Kitamura

Hardware design : Katsumi Kaneoka

Design : Atsushi Iwaoka


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=csprint,csprint2,csprint1,csprintg,cspring1,csprintf,csprints,csprins1,
$bio

Championship Sprint (c) 09/1986 Atari Games.

Game ID : 136045


- TRIVIA -


This game runs on the Atari System 2 hardware.


This game was released in the memory of George Opperman (1935-1985). Mr. Opperman was the first artist hired by Atari and the creator of the Atari logo.


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)


- STAFF -


Designers and programmers : Robert Weatherby, Kelly Turner

Animators : Will Noble, Kris Moser, Sam Comstock

Technicians : Dave Wiebenson, Minh Nguyen

Audio : Hal Canon


- PORTS -


* Consoles :

Amstrad CPC (1988)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Commodore C64


* Computers :

Sinclair ZX Spectrum (1986)

$end

$info=cairblad,
$bio

Change Air Blade (c) 1999 Sammy.

$end

$info=changela,
$bio

Change Lanes (c) 1983 Taito.

$end

$info=changes,changesa,
$bio

Changes (c) 1982 Orca.


- TRIVIA -


Also licensed to EME.


This game is also known as "Looper".

$end

$info=charlien,
$bio

Charlie Ninja (c) 1995 Data East.

$end

$info=chasehq,chasehqj,
$bio

Chase H.Q. (c) 11/1988 Taito.

Game ID : B52


As a police agent and an accomplished ace wheelman, you must pursue dangerous criminals and force them to surrender by ramming your car against their vehicles in this addictive action game. Features nice graphics & sound and an easy to learn control system.


- TRIVIA -


This game runs on the Taito Z System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989.


- SERIES -


1. Chase H.Q. (1988)

2. S.C.I. - Special Criminal Investigation (1989)

3. Super Chase - Criminal Termination (1992)

4. Ray Tracers (1997)


- STAFF -


Game designer : Hiroguki Sakou

Game programmers : Takeshi Ishizashi, Takeshi murata, Kyoji Shimamoto

P.C.B designer : Masahiro Yamaguchi

Sound designers : Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka

Music composer : Takami Asano

Cabinet designer : Nobuyuki Iwasaki

Proposer : Yoshiharu suzuki


- PORTS -


* Consoles :

NEC PC Engine (1989)

Nintendo Game Boy (1990)

Sega Master System (1991)

FM Towns Marty


* Computers :

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1990)

Sharp X68000 (1992)

$end

$info=karatour,
$bio

Chatan Yarakuu Shanku - The Karate Tournament (c) 1992 Mitchell.


A karate tournament game with selectable skill levels.


- STAFF -


Object chief : Utata Kiyoshi

Object assistants : Super Guruken, Poco.P, Dr. Miyajima, Tetuhiro Kuroda, Ikuko, Fujishima.G

Back chief : Oyuusan

Back assistants : Akiko Kosaka, Rikachan

Sound composer : Yoshi Sasaki

Sound data : Yos.S, Kouichi Saito, Mitsuko Seto, Ad Make Up, Guruken

Soft sub : Namcho

Data input : Kinchan

Main programmer : David Bo0wy

Planner : The Fourth Sally

$end

$info=checkman,checkmaj,
$bio

Check Man (c) 1982 Zilec-Zenitone.


- TRIVIA -


Commercial remakes on home computer : Danger UXB by Micropower on the BBC Micro/Acorn Electron.


- STAFF -


Designed and programmed by : Peter Hughes, Duncan Shortland, Malcolm Mailer

Music by : Robin Cartwright


- PORTS -


* Computers :

Commodore C64 (1983, "Grid Trap")

$end

$info=checkmat,
$bio

Checkmate (c) 01/1977 Midway.

Game ID : 615


- STAFF -


Designed and programmed by : Jay Fenton,  Dave Nutting

$end

$info=cheekyms,
$bio

Cheeky Mouse (c) 06/1980 Universal.

$end

$info=cheesech,
$bio

Cheese Chase (c) 1994 Art & Magic.

$end

$info=chqflag,chqflagj,
$bio

Chequered Flag (c) 05/1988 Konami.

Game ID : GX717


- TRIVIA -


Another title is accessible via dipswitches : "Checkered Flag".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.

$end

$info=cheyenne,
$bio

Cheyenne (c) 01/1984 Exidy.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

$end

$info=7toitsu,
$bio

Chi-Toitsu (c) 1988 Yuga.


Mahjong played against various girls. This must be the extra-curricular activities of the Mahjong Academy students.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates roughtly from Japanese as 'seven pairs'.


In mahjong, a 'toitsu' is a pair of like tiles waiting for a third like tile to create a three-of-a-kind. However, 'chi-toitsu' also denotes a special winning mahjong hand made of seven pairs of tiles. Winning with a chi-toitsu guarantees a good score!

$end

$info=marukodq,
$bio

Chibi Maruko-chan - Maruko Deluxe Quiz (c) 11/1995 Takara.

Game ID : 0206


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Little Maruko'.


This game runs on the SNK Neo-Geo MVS hardware.

$end

$info=cshift,
$bio

Chicken Shift (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Original concept and programming : Jon Kinsting

Screen graphics : Mark Mcphee

Direction : Victor Penman

Music and sounds : Jeff Gusman, Richard Green, Gary Levenberg, Jesse Osborne

$end

$info=chikij,
$bio

Chiki Chiki Boys (c) 06/1990 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Mega Twins".


This game runs on the Capcom Play System hardware (CPS).


- STAFF -


Game designer : Bully Duck

Directors : Noritaka Funamizu (Poo), Kihaji Okamoto

Object designers : Manbou, Ikusan Z, Unicorn Mayumi

Scroll designers : Zummy & Ziggy

Hard designer : kuccan

Programmers : Blbon, Meijin, Yuki Saiko


- PORTS -


* Consoles :

Sega Mega Drive (1992)

PC Engine Super CD-ROM (1994)

$end

$info=chiller,
$bio

Chiller (c) 1986 Exidy.


This is a gun game, and there are four different screens (plus two different bonus screens). The object is simply to shoot everything in sight (and to try and locate any hidden targets on the screen). The game is based on time, and the timer moves faster when you are shooting poorly.

* The first screen is a torture chamber. There are four (still living) human targets on this screen. From left to right they are; a man chained to the wall, a person in a guillotine (shoot the top of the guillotine to decapitate them), a woman strapped in a strange machine, and a man in a head vise (shoot the vise to crush his head). The rest of the room is strewn with blood and loose body parts. You don't simply shoot each target once, instead you shoot each part of the target, which reduces that part to a mess of blood and bones. This is thankfully the most disturbing level in the game.

* The second room is another torture chamber with a river of blood flowing through the middle. This one has five human targets; a man strapped to a board, a man chained to the floor, two people on stretching racks (shoot the wheels to pull them apart), and a woman hung from rope over the river (shoot a pulley to slowly lower her into the river to be eaten by crocodiles). Body parts will flow down the river randomly, and a man will pop out of a door from time to time to toss a blade into one of the helpless victims.

* The third level is a haunted house hallway. There is only one human victim on this level. It is a woman who runs from one doorway to another, shoot out the trapdoor to cause her to fall inside (and then shoot the beast that was chasing her). Your other targets are mostly assorted ghosts, and a few random body parts that will fall from the ceiling.

* The final level is a graveyard. Your only human victim on this level is a woman who is half buried in the ground, shooting her torso multiple times strips off her clothing until she is topless, and the last shot kills her. You other targets are bats, hands that pop up from the ground, and a man who pulls a cart full of body parts (you can't kill him, shooting him just makes him run away, only to return later).


The game repeats the levels over and over again until you manage to find every secret target on each screen (it gives you hints inbetween levels). Finding all the targets on a single screen earns you a bonus game (a slot machine), while finding all the hidden targets in the game gives you the second bonus game (a shooting gallery), and a free game.


- TRIVIA -


So you think blood and guts in video games is a phenomenon of the 90's? The main point of this game is to shoot helpless humans in the most gory manner possible. It is amazing that this game somehow slipped past the watchdogs back in 1986.


Chiller ran on the Exidy 440 hardware. This game was available as either a dedicated cabinet or a a conversion kit for other Exidy gun games (which used the same cabinet anyway). The marquee had a green 'Chiller' logo on a purple nighttime background (it looks like the title screen to a cheap horror movie). The control panel overlay has similar graphics (and game instructions), along with pictures of various body parts. The game is controlled by a large optical gun that is fixed to the control panel where it can only fire into the machine. The monitor itself was hidden deep inside the machine, the gameplay was displayed on a mirror.


- STAFF -


Software / Graphics : Larry Hutcherson, Vic Tolomei, Ken Nicholson

Hardware : Howell Ivy

Audio : Ken Nicholson


- PORTS -


* Consoles :

Nintendo Famicom (1986)

$end

$info=chimerab,
$bio

Chimera Beast (c) 1993 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-C system hardware.


In Stage 6, destroying the jeeps that are on the ground makes a pair of humans appear. They are Allen and Rick, from Jaleco's 1991 release, "64th Street - A Detective Story".


- STAFF -


Executive produced by : Tokuhiro Takemori

Directed by : S. Hashimoto

Game designed by : Y. Hiroyama

Programmed by : Manbow

Bg designers : Helluder, Toukaidou Nozomi, Reiko, Tutomu Rukada

Obj. designers : Sigeru, Toukaidou Nozomi, Nanae

Creatures designed by : Y. Hiroyama

Sounds & Music composed by : Kiyoshi Yokoyama

$end

$info=chindrag,
$bio

China Dragon (c) 1994 IGS.


- TRIVIA -


This game is also known as "Dragon World".


- SERIES -


1. China Dragon (1994)

2. China Dragon 2 (1997)

3. China Dragon 3 (1999)

4. China Dragon Special (2000)

5. China Dragon 4 (2001)

$end

$info=chinagat,
$bio

China Gate (c) 09/1988 Technos.

Game ID : TA-0023


- TRIVIA -


Licensed to Taito for US manufacture and to Romstar for distribution. This game is known in Japan as "Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou".

$end

$info=chinatwn,
$bio

China Town (c) 1991 Data East.

Game ID : MAK


A very refreshing combination of Tetris and mahjong; the object is to complete a mahjong hand by getting correct tiles next to each other.


- STAFF -


Sound composer : Tatsuya Kiuchi

$end

$info=ccasino,
$bio

Chinese Casino (c) 1987 Video System.


A mahjong game controlled with a mahjong control panel.

$end

$info=chinhero,chinher2,
$bio

Chinese Hero (c) 1984 Taiyo System.

$end

$info=choko,
$bio

Choko (c) 08/2001 Capcom.

$end

$info=chplft,chplftb,chplftbl,
$bio

Choplifter (c) 1985 Sega.

Game ID : 834-5795


The player assumes the role of a combat helicopter pilot. The player attempts to save hostages being held in prisoner of war camps in an unnamed enemy country. The player must collect the P.O.W.s, transport them safely to the nearby friendly base, all the while fighting off hostile tanks and other enemy combatants.


- TRIVIA -


This game runs on the Sega System 2 hardware.


This game is a port from an original programmed by Dan Gorlin in 1982 for the Apple II. Choplifter was one of the few games to take the reverse route : First appearing on a home system and being ported to the arcade.


- TIPS AND TRICKS -


* Hint 1 : In the early stages, try to fly as low as possible - this way the fighters will not shoot you, and you are low enought to shoot the ground targets without being shot. Since this only works when you're in the air, and not when you're on the ground, it only works well on levels 1 and 3.


* Hint 2 : To ensure that the tank won't arrive when you're picking up hostages, barely tap the joystick up between each hostage. This will cause the helicopter to lift off a little and reset the timer that causes the tanks to arrive.


* Hint 3 : On level 2, you can land on the water under the boat when dropping off your men and they will climb up the side of the boat. This stops the planes from coming down and shooting you.


- SERIES -


1. Choplifter (1982, Apple II)

2. Choplifter II (Nintendo Game Boy)

3. Choplifter III (1993, Nintendo Super Famicom)

$end

$info=chopper,choppera,chopperb,
$bio

Chopper I (c) 1988 SNK.

Game ID : A7003 'KK'


- TRIVIA -


This game is known in Japan as "Koukuu Kihei Monogatari - The Legend of Air Cavalry".


- STAFF -


Supervisor : Eikichi Kawasaki

Producer : Tamadachi

Programmer : SNK Jr.

Designers : Okitaka, Madaka, Warasan

Sound creater : Kanata

Adviser : Tosikita

$end

$info=chugokur,
$bio

Chuugokuryuu (c) 1994 IGS.

$end

$info=chukatai,chukataj,chukatau,
$bio

Chuuka Taisen (c) 1988 Taito.

Game ID : B44


- TRIVIA -


The title of this game translates from Japanese as 'Great Chinese Wizard'.


This game runs on "The New Zealand Story" hardware.


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Master System (1989, "Cloud Master")

NEC PC Engine (1992, "Gokuraku Chuuka Taisen")


* Computers :

Sharp X68000 (1988)

MSX2

$end

$info=circus,
$bio

Circus (c) 01/1977 Exidy.


POP! POP! POP! Pop the balloons and score points. A wall of red, blue and white balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.


- TRIVIA -


Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate), this bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black t-molding. Once inside the machine, you can see that it uses a black and white monitor with a colored overlay (to make the balloons have color). The game itself uses a M6502 processor running at a white-hot 706 khz (not megahertz, but kilohertz).


- STAFF -


Designed and programmed by : Edward Valeau, Howell Ivey


- PORTS -


* Consoles :

Atari 2600 (1978)


* Computers :

VTech Laser-VZ

$end

$info=circusc,circuscc,circusce,circusc2,
$bio

Circus Charlie (c) 04/1984 Konami.

Game ID : GX380


- TRIVIA -


Also licensed to Centuri for US manufacture and distribution (02/1984).


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.


- TIPS AND TRICKS -


* Extra Life : On the first level when you are on a Lion and have to jump through burning hoops, jump backwards through a hoop and then forwards through it again. The next hoop to appear will then change into an extra life.


* Here's A Small Hidden Bonus : On the first (flaming hoops) level, jump over the first flaming urn, then jump backwards over it. A bonus item should rise vertically from it; grab it and it's worth 2000 points. Ideally, you should time it so that jumping back over the urn coincides with the passage of a hoop over the urn.

Note : this is for the 'level select' versions. On the other version, it seems to work on the second urn.


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Sony PlayStation (1999, "Konami Arcade Classics")


* Computers :

Commodore C64 (1984)

MSX (1984)

$end

$info=cischeat,
$bio

Cisco Heat (c) 11/1990 Jaleco.


- PORTS -


* Consoles :

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

PC [MS-DOS, 5.25''] (1991)

$end

$info=citybomb,citybmrj,
$bio

City Bomber (c) 11/1987 Konami.

Game ID : GX787


- TRIVIA -


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

$end

$info=citycon,citycona,
$bio

City Connection (c) 1985 Jaleco.


- TRIVIA -


Approximately 1,000 units were produced (based on serial number).


Kitcorp licensed this title and sold it as "Cruisin".


- PORTS -


* Consoles :

Nintendo Famicom (1988)


* Computers :

MSX (1986)

$end

$info=citylove,mcitylov,
$bio

City Love (c) 09/1986 Nichibutsu.


Mahjong game with a rock-paper-scissors bonus game to get those girls to strip!

Controlled with a mahjong control panel.

$end

$info=clshroad,
$bio

Clash-Road (c) 12/1986 Woodplace.


- STAFF -


M. Yasusi, T. Hidemi, N. Akina

$end

$info=claypign,
$bio

Clay Pigeon (c) 1986 Exidy.


The object of Clay Pigeon was to shoot as many clay targets as you can, using an arcade light gun that was shaped like a shotgun. At the start of the game you are given the choice of selecting either Trap Shooting or Skeet Shooting. Trap shooting is where the clay target is thrown directly away from the shooter, while in skeet shooting the target is launched across the shooter's field of vision. The graphics are done in Exidy's realistic style, each round is played against a decent looking outdoor background, and an extremely repetitive announcer yells 'pull' to warn you of each and every target being launched. After several rounds of targets, you finally get to go after some real live animals! The real live animals are of course, ducks! The ducks are small and fly onto the screen in small groups of up to around a half dozen or so, and unlike the earlier title "Vs. Duck Hunt", you cannot miss any of these. Missing any ducks in this round ends the game instantly, and will more than likely have you fumbling for another quarter in an attempt to do it right this time.


- TRIVIA -


This title ran on the Exidy 440 hardware, along with such famous titles as "Chiller" and "Crossbow".


This title was available as either a conversion kit for Exidy's earlier gun titles, or as a dedicated cabinet. The game came in a big heavy black cabinet with the gun mounted on a huge control panel, all of the Exidy gun games used this cabinet, the only differences were the artwork, and the kind of gun. There were at least two different marquees on this title, the first one had a large 'Clay Pigeon' logo on a blue background, while the other had a small logo and a picture of a fence in a grassy field.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

$end

$info=clayshoo,
$bio

Clay Shoot (c) 11/1979 Allied Leisure.


- TRIVIA -


Clay shoot was probably the last game produced under the Allied Leisure label.

$end

$info=cleopatr,
$bio

Cleopatra Fortune (c) 09/1996 Taito.

Game ID : E28


- TRIVIA -


This game runs on the Taito F3 System hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection Vol.3 - ZTTL-0022) on 21/05/1998.


- STAFF -


Sound : Shuichiro Nakazawa (Zuntata)


- PORTS -


* Consoles :

Sega Saturn (1997)

Sony PlayStation (2001)

Sega Dreamcast (2001)

$end

$info=edrandy,edrandyj,edrandy1,
$bio

The Cliffhanger - Edward Randy (c) 1990 Data East.

Game ID : MAD


- TRIVIA -


Pony Cayon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991.


- STAFF -


Game planner : Lungfish

Software programmer : Hiroki

Hardware designer : Turk K.K

Graphic designers : Hitomi Fujiwara, Kinya Aoyama

Sound arrange & compose : Akira Takemoto (Raika)

Sound effects : Hiroaki Yoshida (MARO)

$end

$info=cloak,cloakfr,cloakgr,cloaksp,
$bio

Cloak and Dagger (c) 12/1983 Atari.

Game ID : 136023


- TRIVIA -


A Cloak and Dagger unit appears in the 1984 movie 'Cloak and Dagger'.


This game was in development independently from the movie of the same name under the title 'Agent X'. When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came Atari to see if he had a game they could film as backdrop to the movie scenes which needed a 'Cloak and Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak and Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak and Dagger'. There were about 5000 games produced which made it into the market place.


- TIPS AND TRICKS -


* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time.


- STAFF -


Designed and programmed by : Russell Dawe (RBD)

$end

$info=cloud9,
$bio

Cloud 9 (c) 1983 Atari.


- TRIVIA -


Cloud 9 was originally supposed to be written by Dona Bailey (the coder for "Centipede"), but she left and Paul inherited it. Originally called 'Weather War' the original game concept had a plug in the bottom of the screen that the character had to pull to let the water out. This game unfortunately only received one weekend of play testing at one location before being cancelled.


- STAFF -


Designed and programmed by : Paul M. Resch

$end

$info=clowns,clowns1,
$bio

Clowns (c) 01/1978 Midway.

Game ID : 630


Players bounce clowns off 'see-saw' to break rows of balloons for high score and bonus jumps.


- PORTS -


* Computers :

Commodore C64

$end

$info=cltchitr,
$bio

Clutch Hitter (c) 1991 Sega.


- TRIVIA -


Clutch Hitter features all the Major League Baseball players from the 1991 season (but only 3 different ballparks).


This game was only available as a conversion kit (no dedicated cabinets were made). The marquee, sideart, bezel, and control panel overlay are all green, while the joysticks are red ball top units. The one thing that really stands out about this games cabinet is the joysticks. The game board itself is a Sega System 18 board, and is JAMMA compatible. The mainboard of this game contains a Sega 68000 style suicide chip.

$end

$info=cobracom,cobracmj,
$bio

Cobra-Command (c) 09/1988 Data East.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- UPDATES -


The Japanese version is the only one that has inner levels (which are really hard to play).


- STAFF -


Produce & program : K. Sasamoto

Graphic & design : A. Ontani

Graphic : M. Narita, T. Konishi

Graphic advice : S. Furukawa

Hardware : T. Takayama

Sound : A. Hare

Original plan : T. Seki

Management : T. Kato


- PORTS -


* Computers :

Nintendo Famicom (1988)

$end

$info=colony7,colony7a,
$bio

Colony 7 (c) 05/1981 Taito.


- TRIVIA -


This game runs on the "Defender" hardware.

$end

$info=columns,columnsj,
$bio

Columns (c) 06/1990 Sega.


The rules are simple. A column of three square pieces stacked one on top of the other is dropped into the play area. The player can move this piece left and right as it falls (as in "Tetris"), but cannot rotate it. Instead, pressing a button will cause the order of the blocks to shift by one position. The object of the game is to place columns at the bottom of the pit in such a way that lines of three or more same-coloured blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall in accordance to gravity. Often this will cause additional lines to be arranged, producing a cascade effect. The key to a long game (and therefore a high score) is to set up these cascades.


- TRIVIA -


This game runs on the Sega System C2 hardware.


- SERIES -


1. Columns (1990)

2. Columns II - The Voyage Through Time (1990)

3. Columns III - Revenge of Columns (1993)

4. Stack Columns (1994)

5. Super Columns (1995, Sega Game Gear)

6. Columns 97 (1997)

7. Hanagumi Taisen Columns - Sakura Wars (1998)

8. Columns Crown (Nintendo Game Boy Advance - 2002)


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Sega Game Gear (1990)

Sega Master System (1990)

NEC PC Engine (1991)

Sega Mega Drive (1994, "MegaGames 3in1 Vol 1")

Sega Saturn (1997, "Columns Arcade Collection")

Nintendo Super Famicom (1999)

FM Towns Marty


* Computers :

Sharp X68000 (1991)

PC [CD-ROM, Windows] (1999, "Sega Smash Pack")

MSX2

$end

$info=colmns97,
$bio

Columns 97 (c) 1997 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Columns (1990)

2. Columns II - The Voyage Through Time (1990)

3. Columns III - Revenge of Columns (1993)

4. Stack Columns (1994)

5. Super Columns (1995, Sega Game Gear)

6. Columns 97 (1997)

7. Hanagumi Taisen Columns - Sakura Wars (1998)

8. Columns Crown (Nintendo Game Boy Advance - 2002)


- PORTS -


* Consoles :

Sega Saturn (1997, "Columns Arcade Collection")

$end

$info=columns2,column2j,
$bio

Columns II - The Voyage Through Time (c) 1990 Sega.


- TRIVIA -


This game runs on the Sega System C2 hardware.


- SERIES -


1. Columns (1990)

2. Columns II - The Voyage Through Time (1990)

3. Columns III - Revenge of Columns (1993)

4. Stack Columns (1994)

5. Super Columns (1995, Sega Game Gear)

6. Columns 97 (1997)

7. Hanagumi Taisen Columns - Sakura Wars (1998)

8. Columns Crown (Nintendo Game Boy Advance - 2002)


- PORTS -


* Consoles :

Sega Saturn (1997, "Columns Arcade Collection")

$end

$info=combat,
$bio

Combat (c) 1985 Exidy.


- TRIVIA -


This game is also known as "Catch-22".


This game runs on the Exidy 440 hardware.


- STAFF -


Software : Larry Hutcherson, Vic Tolomei, Ken Micholson

Hardware : Howell Ivy, Mark Von Striver

Graphics : Lynn Pointer, Ken Nicholson

Audio : Ken Nicholson

Art : Rey Maninang

Support : Pam Banegas

$end

$info=combasc,combasct,combascj,combascb,
$bio

Combat School (c) 05/1987 Konami.

Game ID : GX611


- TRIVIA -


This game is known in US as "Boot Camp".


This game runs on the "Contra" hardware.


A bootleg of this game was released in 1988 by Datsu.


- PORTS -


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

$end

$info=ctribe,ctribeb,
$bio

The Combatribes (c) 06/1990 Technos.

Game ID : TA-0028


Three player simultaneous melee battle where the player characters are larger than most enemies! Lots of vicious ways to beat your opponents up, including smashing their heads on the pavement.


- TRIVIA -


In Act 3, an advertisement for "Block Out" appears on the two sets of TV screens.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991.


- STAFF -


Software : Naritaka Nishimura, T. Saito, I. Kanakubo

Hardware : K. Nishikawa

Character designers : Koji Ogata, H. Shibata, T. Ando, T. Ohshumi

BG designers : S. Saito, Masamichi Katagiri, Takehisa Izumiyama, Hideaki Sakamoto

Musics : Kazunaka Yamane

Sound effects : K. Mori

Music software : M. Hirosawa

Directed by : A. Tanimoto, N. Tomiyama


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=commandw,
$bio

Command War (c) 199? Taito.


- TRIVIA -


This game is an unreleased prototype wich runs on the Taito F3 System.

$end

$info=commsega,
$bio

Commando (c) 1983 Sega.

$end

$info=commando,commandu,
$bio

Commando (c) 05/1985 Capcom.


- TRIVIA -


Licensed to Data East for US manufacture and distribution (07/1985).

Commando was the first (and the only) game that Capcom licensed to Data East.


This game is known in Japan as "Senjou no Ookami".


A bootleg of this game is known as "Space Invasion".


The main character is Super Joe from "Bionic Commando" and "The Speed Rumbler".


Bandai released a boardgame based on this video game (same name): A simple roll-and-move type game, with symbols on the board indicating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- TIPS AND TRICKS -


* Here's A Hot Way To Kill The Soldiers Without Going Anywhere Near Them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.


* This will let you rack up big points and all the extra men you can : On the first stage there is a cliff on the right side of the screen. The bad guys will jump off the end of this cliff and attack you. If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.

If you plan on playing thru the rest of the game you should stop at the max amount of extra men. If you just sit there the enemies will get faster and faster so the rest of the game will be harder.


- SERIES -


1. Commando (1985)

2. Mercs (1990)


- STAFF -


Music by : Tamayo Kawamoto


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Mattel Intellivision (1987)

Atari 2600 (1988)

Atari 7800 (1989)

Sony PlayStation (1998, "Capcom Generation 4")

Sony PlayStation (1998, "Capcom Generations - Blazing Guns")

Sega Saturn (1998, "Capcom Generation 4")


* Computers :

Commodore C64 (1985)

Amstrad CPC (1985)

Sinclair ZX Spectrum (1986)

Apple II (1987)

Atari ST (1989)

Commodore Amiga

$end

$info=comotion,
$bio

Comotion (c) 10/1976 Gremlin.

Game ID : 5-7


This game was for two or four players only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponents before hitting something. Each player is eliminated when they crash, taking their lines with them. One good strategy is to turn around and head for the outer area of the screen (in four player mode), because everyone starts out headed for the center. Skirt around the edges until you only have one opponent left, then box them in. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.


- TRIVIA -


This game came in only one form factor, that of the standup cocktail (a format that was really only used in the 70s). The machine was a round table about 4 feet tall. The table top was wood grained, and it had four sets of player controls spaced evenly around the table. The monitor was located inside the table facing upwards. This game had simple sideart that consisted of a few stripes and a 'Comotion' logo (the logo snaked around much like the games characters did). The game used an 8080 CPU, and featured control panels that were devoid of joysticks, instead you controlled the game using a button for each direction. Two people could play for twenty five cents, or four people could play for fifty cents. The prices were hard coded into the games romset, so operators really couldn't mess with them (the games title screen clearly said "'25 cents for two players, 50 cents for four players').


- SERIES -


1. Blockade (1976)

2. Comotion (1976)

3. Hustle (1977)

$end

$info=compgolf,compglfo,
$bio

Competition Golf - Final Round (c) 1985 Data East.

$end

$info=complexx,
$bio

Complex X (c) 1984 Taito.


- STAFF -


Designed and programmed by : Scott Boden

$end

$info=condor,
$bio

Condor (c) 1981 Sidam.


- TRIVIA -


This game is a bootleg of "Phoenix".


- UPDATES -


Condor adds a timer for each round in the form of a fuel gauge.

$end

$info=congo,
$bio

Congo Bongo (c) 02/1983 Sega.

Game ID : 605-5167


- TRIVIA -


This game is known outside Europe as "Tip Top".


This game runs on a modified "Zaxxon" hardware.


- PORTS -


* Consoles :

Mattel Intellivision (1983)

Atari 2600 (1983)

Atari 5200 (1983)

Sega SG-1000 (1983)

Colecovision (1984)


* Computers :

Atari 800 (1983)

Commodore VIC20 (1983)

Commodore C64 (1983)

Apple II (1983)

$end

$info=conquer,
$bio

Conquer (c) 1982 Unknown.

$end

$info=contcirc,contcrcu,contcrua,
$bio

Continental Circus (c) 1987 Taito.

Game ID : B33


- TRIVIA -


This game was released outside US 2 years later.


This game runs on the Taito Z System hardware.


"Continental Circus" is a F1 racing game featuring dynamic weather and pitstops. This is probably the first arcade driving game to possess these features. It is believed that the word 'circus' resulted from a bad translation from English to Japanese and back to English, and the game should actually be called "Continental Circuit". However, all the following home conversions would still be named "Continental Circus". F1 is often called the "F1 circus" because it is like a big circus that travels to different cities across different continents.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.


- STAFF -


Music composed by : Masahiko Takaki, Pinch Punch


- PORTS -


* Computers :

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Atari ST (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

$end

$info=contra,contrab,contraj,contrajb,
$bio

Contra (c) 02/1987 Konami.

Game ID : GX633


- TRIVIA -


This game is known in Europe as "Gryzor".


Note : The kanji on the Japanese version title screen actually reads "Kon To Ra", meaning "Soul Big Dipper Gauze". This is an example of "ateji", where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana.


Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.


- SERIES -


1. Contra (1987)

2. Super Contra (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- STAFF -


Game programmers : Satoru, Hideyuki Falco, Koichi Cobra

Video graphics : Kengo

Special designers : Ishiwari Jinbo, Passionate Norio

Sound editor : Kazuki Jah

Engineer : Rom Yamamoto

Directed by : Koji


- PORTS -


* Consoles :

Nintendo Famicom (1988)


* Computers :

Commodore C64 (1987)

PC [MS-DOS] (1987)

MSX2


* Others :

LCD handheld game (1989, "C")

$end

$info=cookrace,
$bio

Cook Race (c) 1982.


- TRIVIA -


This game is a bootleg of "Burger Time".


- UPDATES -


The highscore table has different names than the original.

$end

$info=cookbib2,
$bio

Cookie & Bibi 2 (c) 1996 SemiCom.


- SERIES -


1. Cookie & Bibi

2. Cookie & Bibi 2

3. Cookie & Bibi 3


- TRIVIA -


Excutive producer : Jeon Jae Yeon

Game designer : Han Seung Hoon

Game programmer : Mm Hyun Ho

System programmer : Kim Jin Woo

Graphic designers : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo

Sound composer / S.E : Jeon Seok Gee

$end

$info=cbaj,
$bio

Cool Boarder - Arcade Jam (c) 1998 Tecmo.

$end

$info=coolmini,
$bio

Cool Mini (c) 19?? SemiCom.

$end

$info=coolpool,
$bio

Cool Pool (c) 1992 Catalina.

$end

$info=coolridr,
$bio

Cool Riders (c) 1995 Sega.

$end

$info=clbowl,
$bio

Coors Light Bowling (c) 1989 Incredible Technologies.


- SERIES -


1. Capcom Bowling (1988)

2. Coors Light Bowling (1989)

$end

$info=cop01,cop01a,
$bio

Cop 01 (c) 1985 Nichibutsu.

$end

$info=copsnrob,
$bio

Cops'n Robbers (c) 07/1976 Atari.

Game ID : 005625


From one to four people can play at once, with the computer adding in a player as needed to keep the number of players at either two or four. Players number one and two play the part of the cops, while players three and four are the robbers. The screen is an overhead view of a city street, with the cops on one side, and the robbers on the other. Each car is in it's own lane, and an extra wide lane marks the area between the cop and robber side. Each player can move up and down in their own lane, the object is to shoot down the cars of the opposite side. A beer truck moves randomly up and down the center lane, generally getting in the way.


- TRIVIA -


Cops'n Robbers was one of the first four player upright arcade games ever made. All four players played side by side on a single cabinet (most previous four player titles were done on cocktail tables).


This game was sold in an upright format only. The machine was rather unique looking as it was about twice the width of a standard arcade game, but all the other dimensions were normal (kind of like they just stuck two machines together). Later four player games would instead use a control panel that was wider than the screen. The bulk of the machine was white, with the front being painted black for durability. Classic 'Gangster' cars from the 30's filled out the sideart. There were 2 distinct monitor bezels, each with its own art. The outer one was decorated with several of the 'Gangster' cars, and a design that looks similar to a stylized Japanese sunset. The inner monitor bezel had a street scene that was meant to extend the scene that appeared on the monitor itself (and to help fill in that 4 foot wide playing area). The monitor also had a color overlay to give different colors to the different sides of the game (it used a black and white monitor). Each player has a gas pedal and a trigger joystick. The joystick was a special design. It only has an up down axis, but has seven different positions on that axis, which makes for pseudo-analog action.


The game runs on an M6502 CPU running at a smoking hot .89 Mhz.


- STAFF -


Designed and programmed by  Tom Hogg, Dave Storie

$end

$info=cosmica,cosmica2,
$bio

Cosmic Alien (c) 01/1980 Universal.

Game ID : 7910


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)

$end

$info=cavenger,
$bio

Cosmic Avenger (c) 07/1981 Universal.


- TRIVIA -


This game is the first continuous X-axis (Left-Right) scrolling video game.


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)


- PORTS -


* Consoles :

Colecovision (1982)

$end

$info=cchasm,cchasm1,
$bio

Cosmic Chasm (c) 02/1983 Cinematronics / GCE.


Strap on your vector spacesuit, and hop into your vector spaceship. It is a good old ship, and it has seen a lot of action. From navigating the asteroid belt and blasting aliens around the sun, to attacking evil space cannons, your little vector ship has done it all, and this time it has been upgraded with twin blasters. You see the ship in Cosmic Chasm seems to be the same spaceship that is in every vector game. You control it using rotation buttons and a thruster button, with a laser and a shield button thrown in for good measure, just like almost every other vector game around. Now here is what you have to do. You guide your ship through a space fortress room by room. Each room contains a center section that slowly grows and will eventually trap you if you are not fast enough. You can shoot the center section to slow its growth. Each room also contains several exits. One of the exits will always spew forth a bunch of bad guys, shoot them, then exit to go to a different room. Between rooms you get to see an excellent tunnel animation. The idea is to make your way to the center of the fortress, blast the power core, and then leave. There is a map at the top of the screen to keep you from getting lost. This is a pretty decent game. It has a lot more to offer than the one screen of bad guys that most vector games have.


- TRIVIA -


This game was the last color vector game released by Cinematronics. Approximately 400 units were produced (based on serial numbers). This title used a 68000 processor and a color X-Y monitor, which allowed for some very nice graphical effects that most early 80s hardware was simply not capable of.


This title was first available in 1982 on the CGE Vectrex home vector console, and was only available in the arcades later. That is quite a reverse from the norm, usually games hit the arcades a year or two before they make it to the consoles.


People often mistake Cosmic Chasm machines for converted "Dragon's Lair" machines. That is because they shipped in almost the exact same cabinet. They both have the same side panels, overall design, and three-section marquee. But Cosmic Chasm differs in the angle of the control panel, and in the placement of the monitor. The artwork on this machine is mostly purple. The sideart is done with two large stickers, and it shows a huge logo, and a scene of some giant girders out in space.

$end

$info=cosmccop,
$bio

Cosmic Cop (c) 1991 Irem.


- TRIVIA -


This game is known in Japan as "Gallop - Armed Police Unit".


This game runs on the Irem M-84 system hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993.

$end

$info=cosmicg,
$bio

Cosmic Guerilla (c) 11/1979 Universal.

Game ID : 7907


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)

$end

$info=cosmicmo,
$bio

Cosmic Monsters (c) 1979 Universal.


- TRIVIA -


Cosmic Monsters is a clone of "Space Invaders".


This is the first game manufactured by Universal and the first game of the 'Cosmic' series (See 'Series' section for more info).


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)

$end

$info=cosmo,
$bio

Cosmo (c) 1979 TDS & Mints.

$end

$info=cgangpzl,cgangpzj,
$bio

Cosmo Gang - The Puzzle (c) 12/1992 Namco.


- TRIVIA -


This game runs on a Namco System NA-1 hardware.


Cosmo Gang - The Puzzle was the first puzzle game produced by Namco.


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

$end

$info=cosmogng,cosmognj,
$bio

Cosmo Gang - The Video (c) 1991 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Cosmo Gang - The Video : Namco Game Sound Express Vol.8 - VICL-15018) on 24/03/1993.


- STAFF -


Game designer : Kohji Kenjoh

Programmer : Shiohigaler Itoh

Original character designer : Fanchan

Visual : Tatsuya

Sound : Yoshie Arakawa


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=cosmos,
$bio

Cosmos (c) 1981 Century Electronics.

$end

$info=cottong,
$bio

Cotocoto Cottong (c) 1982.


- TRIVIA -


This game is a bootleg of "Guttang Gottong". This bootleg uses different graphics for the passengers, track, and lettering than the original.

$end

$info=cotton,cottona,
$bio

Cotton (c) 1991 Success.


- TRIVIA -


This game runs on the Sega System 16B hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton - PCCB-00069) on 21/08/1991.


- SERIES -


1. Cotton (1991)

2. Cotton 2 - Magical Night Dreams (1997)

3. Cotton Boomerang - Magical Night Dreams (1998)


- PORTS -


* Consoles :

Nintendo Super Famicom (199?, "Marchen Adventure Cotton")

NEC PC Engine Super CD-ROM2 (1993 "Fantastic Night Dreams")

Sony PlayStation (1999, "Cotton Original")


* Computers :

Sharp X68000 (1993)

$end

$info=cotton2,
$bio

Cotton 2 - Magical Night Dreams (c) 1997 Success.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Cotton (1991)

2. Cotton 2 - Magical Night Dreams (1997)

3. Cotton Boomerang - Magical Night Dreams (1998)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=cottonbm,
$bio

Cotton Boomerang - Magical Night Dreams (c) 1998 Success.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Cotton (1991)

2. Cotton 2 - Magical Night Dreams (1997)

3. Cotton Boomerang - Magical Night Dreams (1998)


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=countrun,countrnb,countrb2,
$bio

Counter Run (c) 1988 Nihon System.


- TRIVIA -


Licensed to Sega.

$end

$info=cntsteer,
$bio

Counter Steer (c) 1985 Data East.

$end

$info=countryc,
$bio

Country Club (c) 1988 SNK.

Game ID : 'CC'


- TRIVIA -


This game is also known as "Lee Trevino's Fighting Golf".

$end

$info=crkdown,
$bio

Crack Down (c) 1989 Sega.


- PORTS -


* Computers :

Amstrad CPC (1990)

Commodore C64 (1990)

Sinclair ZX Spectrum (1990)

Commodore Amiga (1990)

Atari ST (1990)

PC [MS-DOS, 5.25''] (1990)

$end

$info=cracksht,
$bio

Crackshot (c) 1985 Exidy.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Software : Larry Hutcherson, Vic Tolomei, Ken Nicholson

Hardware : Howell Ivy

Graphics : Lynn Pointer

Audio : Ken Nicholson

$end

$info=crash,
$bio

Crash (c) 07/1979 Exidy.


- STAFF -


Designed and programmed by : Edward Valeau

$end

$info=crater,
$bio

Crater Raider (c) 1984 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.

$end

$info=qcrayon2,
$bio

Crayon Shin-chan - Ora To Asobo (c) 12/1993 Taito.

Game ID : D63


- TRIVIA -


The title of this game translates from Japanese as 'I Want To Play Crayon Shin-chan'.


This game runs on the Taito F2 hardware.


- SERIES -


1. Quiz Crayon Shin-chan (1993)

2. Crayon Shin-chan - Ora To Asobo (1993)


- STAFF -


All sound produced by : Yasuko Yamada (Zuntata)

$end

$info=crbaloon,crbalon2,
$bio

Crazy Ballon (c) 04/1980 Taito.

Game ID : CL


A game of strategy and skill! The object of Crazy Balloon is to guide a delicate swaying balloon through a maze of pin wheel obstacles. You have 4 control buttons and you have the ability to move your balloon in any direction. Don't take too long, because if you are too slow, a bogey man erupts on the screen and forces you to move. Just when you think you have the maze all figured out, pin wheels attack your balloon forcing you to take evasive action.

$end

$info=crazyblk,
$bio

Crazy Blocks (c) 1983 Kiwako.


- TRIVIA -


Licensed to ECI.

$end

$info=cclimber,ccboot,ccboot2,cclimbrj,
$bio

Crazy Climber (c) 10/1980 Nichibutsu.


- TRIVIA -


Crazy Climber was Fujiwara's first game.


A Crazy Climber unit appears in the 1982 movie 'Rocky III'.


Bandai released a boardgame based on this videogame (same name) : This game has you playing cards to move to the top of a building. Like in the arcade, there is the peril that people seem to drop just about anything out their windows at random times. Each card allows you to move to a particular postion relative to where you currently are (for example, a chocie of straight up two squares or up two squares and left or right one). However, there must be an open window that is not occupied by another player for it to be a legal move. Whenever a player passes certain checkpoints, the spinner is spun to see if anything falls from the windows. If you're hit on the head, you drop down to the next open window. There is also a gorilla that knocks you all the way down if you're unfortunate enough to be hit by him. First one to get to the top of the building and escape on the helicopter wins.


- TIPS AND TRICKS -


* A Trick : In the second building, when you arrive at the electrical sign, choose the left path. Then put yourself under the electrical wire (rightmost window of the left path) but keep both joysticks pressed. (Keep the left joystick pressed Up and the right joystick pressed Down, other configurations should work). After a few seconds your climber will become red with white hair and electricity won't have effect on it.


* Secret Password : Enter the name 'jordan.ltd' in the high score table and you get two free credits. This only works on the Japanese and bootleg versions of the game (Although the password code is still present in the US version, the high score table entry has been crippled to only allow 3 letters, so you can't enter the code).


- SERIES -


1. Crazy Climber (1980)

2. Crazy Climber 2 (1988)


- STAFF -


Designed and programmed by : Shigeki Fujiwara


- PORTS -


* Consoles :

Atari 2600 (1982)

Nintendo Famicom (1986)

Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")

Bandai WonderSwan (1999)


* Computers :

Sharp X68000 (1993)


* Others :

VFD handheld game (1989, "Crazy Climbing") released by Bandai.

VFD handheld game (1982) released by Entex.

$end

$info=cclimbr2,cclmbr2a,
$bio

Crazy Climber 2 (c) 12/1988 Nichibutsu.


- TRIVIA -


This game was released in Japan only.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990.


- SERIES -


1. Crazy Climber (1980)

2. Crazy Climber 2 (1988)


- STAFF -


Sound composer : Takeshi Yoshida


- PORTS -


* Computers :

Sharp X68000

$end

$info=crazycop,
$bio

Crazy Cop (c) 08/1988 Konami.


- TRIVIA -


This game is known outside Japan as "Gang Busters".


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.


- STAFF -


Written and directed by : S. Okamoto

Assistant director : Y. Satoh, Macha*

Charactor designer : Dr. Hide

Graphic designer : N. Ishii

Production sound mixer : K. Matsubara

Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo

Electoronics designers : T. Matsuura, M. Hiraoka

Publicity supervisor : F. Shibuya

Translator : Yuichi Kobayashi

General manager : K. Hiroshita

$end

$info=ckong,ckonga,ckongb,ckongalc,ckongo,ckongs,ckongjeu,
$bio

Crazy Kong - Part II (c) 03/1981 Falcon.


- TRIVIA -


Crazy Kong is not a bootleg of "Donkey Kong"!! Falcon DID have a license from Nintendo, but it was NOT for the US. Crazy Kong was supposed to be for sale outside the US (South America, Europe, etc.), but the lag in production of arcade DK's by Nintendo for a 3 month period during 1981-82 made demand for any DK type game go through the roof. At this time, Nintendo of America was moving from NY-NJ to Redmond WA and there was a 4 month backlog on orders. This opened the door for the illegal Crazy Kongs to fill the demand. Approximately 20,000 Crazy Kong were distributed illegally in the U.S.


The main difference between Crazy Kong and "Donkey Kong" is the sound, and color capabilities. Crazy Kong ran on hardware that had the same processor as "Donkey Kong", but its video capabilities were lacking, and it had a totally different sound chip. Basically what all this means is that Crazy Kong had terrible sound, and some definite strangeness in the color area. The background music is missing entirely, and most of the sound effects have been changed. For example, in Crazy Kong, Mario makes a 'Hiya!' sound when he jumps, instead of the 'Boing!' that he makes in "Donkey Kong". The graphics use slightly different colors, which change from level to level. The Kong animations are also different, and often do not match up with the in game action. There are also mild changes in gameplay. Kong doesn't toss out nearly as many barrels, and there are other mild changes such as gaps in platforms that were not in the original, and the manner in which the elevators work has changed as well.


There were lots of different Crazy Kong cabinets. The most common one was similar in design to the "Donkey Kong" cabinet, but the artwork was more realistic, and the monitor bezel had a circular clear area, as opposed to the rectangle that most games had. Crazy Kong could also be found in cocktail format. These were usually conversions, and were only decorated with an instruction card.


A bootleg of this game is known as "Monkey Donkey". Some other bootlegs under the same name were made by Jeutel (France), Alca and Orca. A special bootleg was also made on the "Scramble" hardware.


- UPDATES -


The "Scramble" hardware bootleg has additional ingame music and the 'Warp to level 2' trick doesn't work.


- TIPS AND TRICKS -


* Warp To Level 2 (doesn't work on the "Scramble" hardware bootleg version) : Climb up to the second beam (the one with the hammer right by it). Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right. He'll 'fall thru' the bottom of the screen and clear it, as if he had climbed all the way to the top.


* A Trick : On the conveyor belt level, Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen. Push the joystick Right and he'll drop the hammer. Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario. If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position. After this, you can walk away and anything that comes into contact with it will be splatted (Good way of getting extra points). After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be. NOTE : This trick only works on the second level or higher!

$end

$info=crzrally,
$bio

Crazy Rally (c) 1985 Tecfri.

$end

$info=crimec,crimecu,crimecj,
$bio

Crime City (c) 1989 Taito.

Game ID : B99


Tony Gibson and Raymond Brody, two cops, fight criminals and others assassins, murders with their guns to restore peace in this nice action game.


- TRIVIA -


This game runs on the Taito B System hardware.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

$end

$info=crimfght,crimfgtj,crimfgt2,
$bio

Crime Fighters (c) 07/1989 Konami.

Game ID : GX821


Plenty of young & beautiful women are missing and the city's local kingpin is the main suspect. As a group of street vigilantes you must venture into the most dangerous zones of your city and destroy all street punks & criminals that are dumb enough to get in your way in order to rescue the girls! Features colorful graphics, a catchy soundtrack, some cool moves (such as striking downed enemies) and a good challenge. Like the idea of fighting to rescue a beautiful damsel in distress?, why not a huge bunch of 'em so its worth your time!!! :D

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the "Super Contra" hardware.


Some bosses' character design in this game seem to have been inspired by popular horror movies, this seems true for three bosses in particular :

Stage 2 Boss : A parody of Jason Voorhees from 'Friday the 13th movie' series.

Stage 4 Boss : A distant parody of Leatherface from 'Texas Chainsaw Massacre' movie series.

Stage 5 Boss : A parody of Freddy Krueger from 'A Nightmare on Elm Street' movie series.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- UPDATES -


There are quite a few differences between the 4 player version and the two player versions of the same game :


4 PLAYER VERSION :

* This is a two-button game (punch & kick).

* Character's energy is represented by a numerical hit point value which is always on countdown to zero. Additional hit points may be added by inserting more coins into each player's corresponding coin slot.

* Characters can use a reversal kick which is automatically activated if an opponent is behind you as you press the kick button. This kick knocks down enemies (except bosses) with a single hit!

* The gun has limited ammo, however it is possible to pick it up again if an enemy knocks it off your hand. Also each gunshot is as strong as 3 punches or kicks and knocks down most enemies in one shot.

* You can play the extra stage (enemy boss revenge) more than once.


2 PLAYER VERSIONS :

* Commonly seen as a two-button game (punch & kick) but actually is a three-button game (can be confirmed in the game's test mode).

* Character's energy is represented by a lifebar which only decreases with enemy attacks.

* There is a timer as well as a credit counter.

* The third button is a reversal attack, which works as another kick button since you can use a pretty effective 3-hit combo (back kick, back kick, roundhouse kick). However you can't use this button to kick downed opponents.

* The gun has unlimited ammo, however you will lose it permanently if an enemy knocks it off your hand. Also the gun is now just as weak as a normal punch or kick and it takes 3 consecutive shots to knock down a normal enemy.

* You can play the extra stage (enemy boss revenge) only once.


- TIPS AND TRICKS -


* Unlimited Credits : Successfully complete the entire game two consecutive times.


- SERIES -


1. Crime Fighters (1989)

2. Crime Fighters 2 (1991)

3. Violent Storm (1993)


- STAFF -


Software designers : M. Oshawa, Mashahiro Inoue, C. Lee

Graphics designers : M. Kukino, C. Hanano, Ooboke, Hamakawa

Sound designers : K. Matsubara, Mutsuhiko Izumi

Hardware designer : S. Yasuda

$end

$info=vendettj,
$bio

Crime Fighters 2 (c) 1991 Konami.

Game ID : GX081


The four Cobras go after the rival gang that kidnapped their girl. Worth playing to experience the biker lads alone. :)

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Vendetta".


Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'.


On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.


- SERIES -


1. Crime Fighters (1989)

2. Crime Fighters 2 (1991)

3. Violent Storm (1993)


- STAFF -


Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi

Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama

Sound designers : Hideaki Kashima, Michiru Yamane

Hardware designer : K. Itoh

Director : S. Okamoto

Management : S. Kido

$end

$info=croquis,
$bio

Croquis (c) 1996 Deniam.


- TRIVIA -


This game is known outside Germany as "Logic Pro".


This game runs on the Deniam-16b hardware.


- SERIES -


1. Croquis (1996)

2. Logic Pro 2 (1997)


- STAFF -


Programmers : Jun-Young Kim, Kwanny

Graphic designers : Sang-Won Lee, Bong-Gun Shin

H/W Manager : Min-Hong Park

Musician : Coo-Hee Kwon

Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim

Planner : Jun-Young Kim

Director : Sang-Chul Lee

$end

$info=crospang,
$bio

Cross Pang (c) 04/1998 F2 System.


- SERIES -


1. Cross Pang (1998)

2. New Cross Pang (1999)

$end

$info=cshooter,cshootre,
$bio

Cross Shooter (c) 1987 Seibu Kaihatsu.


- TRIVIA -


Licensed to J.K.H and Taito.

$end

$info=crossbow,
$bio

Crossbow (c) 10/1983 Exidy.


Early shooting game with a dungeons and dragons feel about it. Features good speech and screams.


- TRIVIA -


This game runs on the Exidy 440 hardware.


The first of Exidy's classic shooters.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson


- PORTS -


* Consoles :

Atari 2600

Atari 7800

Atari XEGS

$end

$info=crsword,
$bio

Crossed Swords (c) 07/1991 Alpha Denshi.

Game ID : 0037


A rather unique third-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first).


- SERIES -


1. Crossed Swords (1991)

2. Crossed Swords 2 (1995 - SNK Neo-Geo CD)


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=crgolf,crgolfa,
$bio

Crowns Golf (c) 1984 Nasco.


- TRIVIA -


This game is also known as "Champion Golf".


The music used IMMEDIATELY after inserting a coin is known as the Old Comrades' March and is better known as one of the playout pieces on the BBC Radio programme 'The Goon Show'.

$end

$info=cbuster,cbusterw,cbusterj,
$bio

Crude Buster (c) 03/1990 Data East.

Game ID : MAB


In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics!


- TRIVIA -


This game is known in US as "Two Crude".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.


- STAFF -


Game designer : Akira Ohtami

Programmers : Takaaki Inowe, Souichi Akiyama

Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto

Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi

Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka

Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch)

Hard : Masami Ohki

Voices : Fred Young

Advicer : Joe Kaminkow

Project leader : Iwao Horita

$end

$info=crusnexo,
$bio

Cruis'n Exotica (c) 1999 Midway.


- SERIES -


1. Cruis'n USA (1994)

2. Cruis'n World (1996)

3. Cruis'n Exotica (1999)


- STAFF -


Director : Eugene Jarvis

Programmer : Eric Pribyl

Artist : Shawn Cooper

Artist : Ted Barber


- PORTS -


* Consoles:

Nintendo 64 (2000)

Nintendo Game Boy Color (2000)

$end

$info=crusnusa,crusnu40,crusnu21,
$bio

Cruis'n USA (c) 11/1994 Midway.


- TRIVIA -


This game runs on the Midway V Unit hardware and Cruis'n USA was the first game to be released on this hardware.


Cruis'n USA is the first driving game to feature digitized (taken from actual footage) textures.


Cruis'n USA and "Killer Instinct" were both released as public previews of the upcoming Nintendo Ultra 64 console (later renamed the Nintendo 64). Of the two, only Cruis'n USA would actually appear on the Nintendo 64.


The Nintendo 64's hardware is totally different from both of the games' hardware (in fact, both games' hardware are also different from each other) and in many ways inferior, so neither game actually represented the Nintendo 64 console system that the games claim to.


A Cruis'n USA unit appears in the 2002 movie 'Van Wilder'.


- UPDATES -


REVISION 1 :

* Software version : 2.1.

* Build date : WED NOV 09 16 :28 :10 1994


Revision 2 :

* Software version : 4.0.

* Build date : WED FEB 08 10 :45 :14 1995


Revision 3 :

* Software version : 4.1.

* Build date : MON FEB 13 16 :53 :40 1995


- TIPS AND TRICKS -


* Hidden Cars : Hold View 2 at the car selection screen to unlock the school bus, ATV and police car.


* Golden Gate Park Track : Hold View 1 + View 2 at the track selection screen to turn the U.S. 101 track into the Golden Gate Park track.


* Indiana Track : Hold View 1 + View 3 at the track selection screen to turn the Beverly Hills track into the Indiana track.


* San Francisco Track : Hold View 2 + View 3 at the track selection screen to turn the Grand Canyon track into the San Francisco track.


* Free Game : Win two races, then press Accelerate+Start after losing the third race.


* View Credits : Press View 1 + View 2 while the game is not in play.


* Alternate Ferrari : Highlight the first car at the car selection screen. Hold View 1 and rotate the steering wheel fully to the Right, fully to the Left, fully to the Right, fully to the Left, fully to the Right, fully to the Left, then press Accelerate. If done correctly, the Ferrari will turn from red to green-blue. The new Ferrari is faster and easier to control than the red Ferrari.


- SERIES -


1. Cruis'n USA (1994)

2. Cruis'n World (1996)

3. Cruis'n Exotica (1999)


- STAFF -


Director : Eugene Jarvis (EPJ)

Software : Eric Pribyl (ELP)

Hardware designers : Mark Loffredo (ML ), Gleen Shipp (GWS)

3D Graphics : Xion Cooper (SXC), Ted Barber (TED)

Music : Vince Pontarelli

Sound FX : Matt Booty

Additional code : Carl Mey (MEY)

Cabinet art : John Youssi, Linda Deal, Nik Ehrlich, Greg Freres

Additional art : John Watson, Ana Vitek

Mechanical design and motion : Ted Valavanis, Matt Davis, Jim Krol, Tom Sedor, Ray Czajka

Sound system : Ed Keenan

DCS guru : Rich Karstens

Hardware : Ken Williams, Sheridan Oursler, Pat Cox, Al Lasko

PCB designers : Steve Norris, Ray Gay

Art tools : Eric Pribyl (ELP), Warren Davis

Software tools : Eric Pribyl (ELP), Todd Allen, Edwin Reich

Management : Paul Dussault, Cary Mednick, Wally Smolucha

Communications : Monique Jagielnik, Cecilia Rockett, Darlene Crawford, Kathy Kline

Promotional videos : Jim Greene, Art Tianis, Joan Faux, Tal Lekberg

Sales and marketing : Joe Dillon, Roger Sharpe, Barb Rosenthal, Michal Lynn Fuller, Christa Woss, Lenore Sayers, Rachel Davis, Bob Lentz

Ferrets : Kato, Sophi, George Bernstein, Tanzi, Gizmo

Executive producers : Minoru Arakawa, Howard Lincoln, Neil Nicastro, Ken Fedesna, Jel Hochberg, Ken Lobb, Don James

Assistant producer : Debbie Silkwood

Testers : Mike Gottlieb, Darren Walker

Legal : Nate Dardick, Barbara Norman, Katie Czerwinski


* CAST :

Starting girl : Kathryn Garrison

Trophy girl : Anutza Herling

Beefcake boy : Sal Divita

Race anouncer : Gingi Lahera

Cruisn vocals : Jeff Morrow

Prez voice : Paul Heitsch

Saturation agent walker : John Colt

Hot tub babe : Michael Lynn Fuller


- PORTS -


* Consoles :

Nintendo 64

$end

$info=crusnwld,crusnw13,crusnw20,
$bio

Cruis'n World (c) 1996 Midway.


- TRIVIA -


This game runs on the Midway V Unit hardware.


- UPDATES -


Revision 1 :

* Software version : 1.3.

* Build date : ???


Revision 2 :

* Software version : 2.0.

* Build date : TUE MAR 18 12 :32 :57 1997


Revision 3 :

* Software version : 2.3.

* Build date : FRI JAN 09 10 :25 :49 1998


- TIPS AND TRICKS -


* Hidden Cars : Hold View 1 or View 2 at the car selection screen to access two sets of hidden cars. Hold View 1 + View 3 to access a third set of hidden cars.


* Alternate Car Color : Press View 3 at the car selection screen.


* Hidden Tracks : Hold View 1, View 2, or View 3 at the race selection screen to access the Hawaii, Africa and Australia tracks.


* View Credits : Press View 1 + View 3.


- SERIES -


1. Cruis'n USA (1994)

2. Cruis'n World (1996)

3. Cruis'n Exotica (1999)


- STAFF -


Director : Eugene Jarvis (DRJ)

Lead software : Eric Pribyl (ELP)

Software : Scott Posh (SRP)

3D Graphics : Ted Barber (TED), Matt Davis (MAT), Xion Cooper (SXC)

Music : Vince Pontarelli

Cabinet art : John Youssi, Nik Ehrlich (NIK), Herman Sanchez

Mechanical designers : Ray Czajka (RAY), Matt Davis (MAT), Tom Sedor, Chris Bobrowski

Hardware : Mark Loffredo, Glenn Shipp, Ken Williams, Al Lasko, John Lowes, Sheridan Oursler, Pat Cox, Scott Parrish, Bob Kay, John Mleczko, Leroy Brown

Sound programmers : Matt Booty, Ed Keenan

PCB designers : Steve Norris, Ray Gay

Additional code : Eugene Jarvis (DRJ)

Art tools : Eric Pribyl (ELP), Scott Posh (SRP), Warren Davis

Software Tools : Eric Pribyl (ELP), Scott Posh (SRP)

Game testers : Eddie Ferrier, Mike Vinikour, Alex Gilliam, Mike Lesage, Kevin Day, Rosalind Dugas

PC support : Kevin Day

Management : Paul Dussault, Cary Mednick, Ted Valavanis

Promotional videos : Jim Greene, Joan Faux, Art and Mike Tianis

Sales and marketing : Joe Dillon, Rachel Davies, Mark Chan, Lenore Sayers, Roger Sharpe, Michal Lynn Jakala, Christa Woss, Pat Fitzgerald

Executive producers : Neil Nicastro, Ken Fedesna, Howard Lincoln

Test : Darren Norman

Legal : Barbara Norman, Debbie Fulton

Game consultant : Ken Lobb


* CAST :

Cruisn world theme vocals : Josie Falbo

Starting girl : Kathryn Garrison

Race announcer : Gingi Lahera

Saturation agent walker : John Colt

Hot tub honey : Michal Lynn Jakala

Trophy babe : Diana Lee

Boy toy : Scott Posh (SRP)

The president : Paul Heitsch


- PORTS -


* Consoles :

Nintendo 64

$end

$info=cruisin,
$bio

Cruisin (c) 12/1985 Jaleco.


- TRIVIA -


Licensed to Kitkorp (Midway later released "Cruis'n USA", which was an unrelated driving game, but had to be spelled differently due to Kitcorps prior release).


Also known as "City Connection".

$end

$info=crush,crush2,crush3,
$bio

Crush Roller (c) 10/1981 Kural Electric.


- TRIVIA -


This game is also known as "Make Trax" (Licensed by Williams) and as "Korosuke Roller".


Two bootlegs are known as "Paint Roller" and "Magic Brush".


- UPDATES -


Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).


- PORTS -


* Consoles :

Nintendo Famicon (1990, "Brush Roller")

$end

$info=cryptklr,
$bio

Crypt Killer (c) 1995 Konami.

Game ID : GQ420


- TRIVIA -


This game run on the Konami GQ System hardware.


- STAFF -


Produced by : Hideki Oyama

Directed by : Kuniaki Kakuwa

Programmers : Tadasu Kitae, Hisataka Yoshikawa, Mitsuhiro Nozaki, Haruo Yano

Character / Computer graphic design : Kuniaki Kakuwa, Mitsuhiro Nomi, Motoki Toyama, Nobuo Tomita, Yukiko Mizo

Creature sculpt by : Takehiro Nojiri, Takanobu Takahashi, Kuniaki Kakuwa, Motoki Toyama

Sound effect by : Yuichi Sakakura

Music composed by : Yuji Takenouchi, Mutsuhiko Izumi

Mechanic design by : Hideo Kotani, Eita Kada, Hirofumi Fujimoto

Hardware design by : Hideto Murata, Hiroshi Kawaguchi

Production design by : Hiroshi Hanatani, Takashi Kakuta


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=ccastles,ccastle2,ccastle3,
$bio

Crystal Castles (c) 07/1983 Atari.

Game ID : 136022


You control Bentley Bear with a trackball. You must move all over the roads of each castle in an attempt to collect as many gems as possible, before your enemies gobble them up. This is a similar concept to "Pac-Man", but the game feels completely different, and is not simply a Pac-Clone. Each level is finished when either Bentley or an enemy collects the last gem. Always try to grab the last one yourself, as it is worth a substantial bonus, and poor Bentley is going to need all the points he can get to make it through all ten worlds.


- TRIVIA -


When it first appeared in arcades in 1983, Crystal Castles amazed players with its sharp graphics and pseudo 3-D mazes.


The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles.


The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!.


Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof!


All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete level 10 is of course from The 1812 Overture, again from Tchaikovsky.


If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach!


On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness".


Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1000 + ((((level x 4) - 1) - (4 - board)) x 100).


5,380 units were produced. There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright had a production run of 4880 and the cocktail had a production run of 500.

* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace.

* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear. 


A Crystal Castles units appears in the 1984 movie 'Gremlins'.


- TIPS AND TRICKS -


* Warps : There's a 'continue option' warp on the first board. It won't take you any higher than level 8, though.

1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to level 3.

2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to level 5.

3) The third warp is on the third screen of Level 5, titled "Crossroads." It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.


* A Trick : If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.


* Another Trick : On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!


* This Trick Is Free : When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.


* Secret Message : When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN  YOU MUST BE _______________.

What goes in the blank depends on the number of lives you have left.

For 1 life, fill in AMAZINGLY GOOD;

For 2, RIDICULOUSLY GOOD;

For 3, FANTASTICALLY GOOD;

For 4, VERY GOOD;

For 5, AN EXPERT;

and for 6, A VIDEO WIZ.


* Time Bonus : For every four seconds of game play, you lose 1000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.


- STAFF -


Program : Franz Lanzinger (FXL)

Hardware : Sam Ly

Project leader : Scott Fuller

Team leader : John Ray (RAY)

Graphics : Barbara Singh (BAS), Dave Ralston

Techs : Paul Mancuso, Gardner Crosby


- PORTS -


* Consoles :

Atari 2600 (1984)

Atari XEGS

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Sony PlayStation (2001, "Atari Anniversary Edition")

Sega Dreamcast (2001, "Atari Anniversary Edition")


* Computers :

Commodore C64 (1985)

Atari ST (1986)

Amstrad CPC (1986)

Sinclair ZX Spectrum (1989)

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")


- SOURCES -


Mark Alpiger (MDA), http://www.classicarcadegaming.com/games/cc/index.htm

$end

$info=crystal2,
$bio

Crystal Gal II Mahjong (c) 06/1986 Nichibutsu.


- SERIES -


1. Crystal Gal Mahjong (1986)

2. Crystal Gal II Mahjong -1986)

$end

$info=crystalg,
$bio

Crystal Gal Mahjong (c) 05/1986 Nichibutsu.


- SERIES -


1. Crystal Gal Mahjong (1986)

2. Crystal Gal II Mahjong (1986)

$end

$info=cubybop,
$bio

Cuby Bop (c) 1990 Hot-B.


- TRIVIA -


This game is a prototype.


This game runs on the Taito L System hardware.


- TIPS AND TRICKS -


* Skip Stages : Press Start (1 player side) while in the game to skip stages.

$end

$info=cuebrick,cuebrckj,
$bio

Cue Brick (c) 08/1989 Konami.

Game ID : GX903


- TRIVIA -


This game runs on the Konami Twin 16 hardware.


- UPDATES -


In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds.

In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too.


- STAFF -


Game planners : N. Toshiaki, K. Kunihiko

Game programmers : T. Tokusan, T. Koji

Sound programmer : K. Satoru

Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro

Sounf designers : N. Kazuo, O. Masanori

$end

$info=curvebal,
$bio

Curve Ball (c) 1984 Mylstar Electronics.

Game ID : GV-134


- STAFF -


Designed by : Bill Adams

Programmed by : Bill Adams, Jim Love

Video graphics by : Jeff Lee

Music by : Dave Zabriskie

Special sound effects by : Judi Clingman, Graig Beierwaltes

$end

$info=cutieq,
$bio

Cutie Q (c) 11/1979 Namco.


- TRIVIA -


Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man".


- SERIES -


1. Gee Bee (1978)

2. Bomb Bee (1979)

3. Cutie Q (1979)


- STAFF -


Designed by : Toru Iwantani

$end

$info=cybattlr,
$bio

Cybattler (c) 04/1993 Jaleco.


Aliens are invading and the only hope is a robot warrior fitted with laser cannons and an ultra cool laser sword. So get ready to blast & slash lots of enemies in this exciting action game! Features excellent graphics & sound and fast gameplay that will put blisters on those trigger fingers!


- TRIVIA -


This game runs on the Jaleco Mega System 1-C system hardware.


- STAFF -


Director : Team m.word

Character designers : Nao, Takasan, Jun

Programmers : Kuma, Kikki, King

Composers : Pro, Masaaki.U, Tsugumi.Y

Sound effects : Pao

Sound programmer : Kikki

$end

$info=cybrcomm,
$bio

Cyber Commando (c) 1995 Namco.


- TRIVIA -


This game runs on a Namco System 22 hardware.


- SERIES -


1. Cyber Sled (1993)

2. Cyber Commando (1995)


- STAFF -


Music composed by : Shinji Hosoe

$end

$info=cybrcycc,
$bio

Cyber Cycles (c) 1995 Namco.


A motorbike racing game featuring 2 courses; Greenhill : A high-speed track along the coastline and Neo Yokahoma : A futuristic technical course in an urban area at night.


- TRIVIA -


This game runs on a Namco Super System 22 hardware.


- TIPS AND TRICKS -


* Drive The NVR 150 RR SP : Push the 'Change View' button while selecting a circuit (Continue holding the button until the race begins). Meanwhile, at the vehicle selection screen highlight these motorcycles in order, pressing the brake pedal after each : Wild Hog, NVR 150 RR, Anthais, Wild Hog. Now highlight NVR 150 RR, pressing the brake pedal twice. The NVR 150 RR will be upgraded to the NVR 150 RR SP!


* Penguin Scooter : Enter one of these codes... If the bike is Black or Green : Hold 'Change View' button. At bike select, go to NK brake once, go to GP brake once, go to SP break x5, go to GP brake Once. If the bike is Red or Yellow : Hold 'Change View' button. At bike select, go to NK brake x3, go to NK = WildHog, GP = NVR, SF = Anthias

$end

$info=eswat,eswatu,eswatbl,
$bio

Cyber Police E-Swat - The Ultimate Factor in the Battle Against Crime (c) 09/1989 Sega.


A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-swat agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat!


- TRIVIA -


This game runs on the Sega System 16B hardware.


- TIPS AND TRICKS -


* 2nd. Boss Easy Win : When facing the second boss (The boomerang-tossing thug) simply run out of bullets, then get really close and hit him with your kick for a one-hit win! :)


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Sega Master System (1990)


* Computers :

Commodore C64 (1990)

Sinclair ZX Spectrum (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=cybsled,
$bio

Cyber Sled (c) 1993 Namco.


- TRIVIA -


This game runs on a Namco System 21 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Sled : Namco Game Sound Express Vol.10 - VICL-15024) on 21/01/1994.


- SERIES -


1. Cyber Sled (1993)

2. Cyber Commando (1995)


- STAFF -


Music composed by : Shinji Hosoe


- PORTS -


* Consoles:

Sony PlayStation (1995)

$end

$info=cyberlip,
$bio

Cyber-Lip (c) 11/1990 SNK.

Game ID : 0010


An action shooter for the Neo-Geo that seems quite inspired by the "Contra" games! Battle the evil androids and the hulking bosses in order to restore peace. Features nice graphics, simple shooting mechanics and a decent challenge.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Eikichi Kawasaki

Directors : Deru-Deru, Ousama

Programmer : Shochan

Sound : Tate Norio

F. Designers : Higashipon, Miss.Jra

B. Designers : Ok Goo!, Crazy Love


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=cyberbal,cyberba2,cyberbap,
$bio

Cyberball - Football in the 21st Century (c) 09/1988 Atari Games.

Game ID : 136064


Head to Head... Metal on Metal... It's a Fight to the Finish!! Cyberball is an extremely violent futuristic football game full of colliding metal and exploding shrapnel. Players select from over 100 offensive and defensive plays.


- 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 : Davis A. Ralston

Physicist / Programmer : Paul kwinn

Hardware designer : Doug Snyder

Technician : Rob Rowe

Animators : Mark West, Will Noble, Deborah Short

Audio group : Brad Fuller, Hal Canon, Don Diekneite

Product manager : Jerry Momoda

Cabinet designer : Dave Coox

Cabinet graphics by Atari Visual Communications.


- PORTS -


* Consoles :

Sega Mega Drive (1989)

Nintendo Famicom (1991)


* Computers :

Amstrad CPC (1989)

Commodore C64 (1990)

Commodore Amiga (1990)

Atari ST (1990)

Sinclair ZX Spectrum (1992)

$end

$info=cyberb2p,cyberb23,cyberb22,cyberb21,
$bio

Cyberball 2072 (c) 11/1989 Atari Games.


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).


- 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 : Davis A. Ralston

Physicist / Programmer : Paul kwinn

Hardware designer : Doug Snyder

Technician : Rob Rowe

Animators : Mark West, Will Noble, Deborah Short

Audio group : Brad Fuller, Hal Canon, Don Diekneite

Product manager : Jerry Momoda

Cabinet designer : Dave Coox

Cabinet graphics by Atari Visual Communications.


- PORTS -


* Consoles :

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=cybots,cybotsu,cybotsj,
$bio

Cyberbots - Fullmetal Madness (c) 04/1995 Capcom.

Game ID : CP-S II No. 10


A mecha-based fighter featuring 6 selectable pilots and 12 selectable mechs with intertwining storylines.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


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 II 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.


SME released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on 02/08/1995.


- UPDATES -


In the 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 the US version.


After a 1P vs 2P match in the Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the US version, the victory quote is just written on screen (without the voice sample).


There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits on the Japanese version.


Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary in the US version.


Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the US version.


- 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 (1994)

2. Cyberbots - Fullmetal Madness (1995)


- STAFF -


Game designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Mucchi, T. Nakae[Daichan], 12Bw1B

Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato

Object designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Y. Maruno, Yoshino, K-Tokunaga, You-Ten-Kozow, 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, Hirgko.N, Kichinosuke, Kazu, Akiko.O, Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland

Sound designers : Tomuyuki Kawakami (T.K NY), Moe.T

Sound composers : Takayuki Iwai (Anarchy Takapon), Akari.K -Lemon-, Kda Mto, Super 8 Iwami

Producer : Iyono Pon


* CAST :

Jin Saotome : Furuya Tooru

Mary Miyabi : Takano Urara

Santana Laurence : Yanada Kiyoyuki

Gawaine Murdock : Genda Tesshou

Bao : Yamaguchi Kappei

Mao : Araki Kae

Arieta : Kanai Mika

Hagane Tessan : Ginga Banjou


Kagura Chiyomaru : Horikawa Ryou

Shade : Iizuka Shouzou

Dr. Shutain : Ginga Banjou

Jigoku Daishi : Yanami Jouji

Princess Devilotte Do Dethsatan IX : Kozakura Etsuko


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=cyclshtg,
$bio

Cycle Shooting (c) 1986 Taito.

Game ID : A97

$end

$info=cyclwarr,
$bio

Cycle Warriors (c) 1991 Tatsumi.

$end

$info=cyvern,
$bio

Cyvern - The Dragon Weapons (c) 1998 Kaneko.


Take control of three artificially enhanced elemental dragons and battle against tons of enemy airships and hulking bosses in this excellent overhead shooter. Features awesome graphics & sound effects as well as responsive controls and a high level of challenge.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


There is a 'Plus' upgrade for this game.


- UPDATES -


Cyvern Plus edition :

* You can modify each dragon with special abilities.

* There is a guage during boss fights showing how much energy the boss has left now.

* Multiple endings

* If you have certain items, some bosses will change into their 'true boss form'.


- STAFF -


Planners : A. Kaneko, Tony

Soft : K. Minegishi, Hiyorinn.S, Sho-Chan, Osapan

Designers : U-Zool, Hiroki Narisawa, Endo Chang, Kazuto=Lee, Ryo.Kimura, Ishi-Ryu, Gomez, Maruken!

Sound : Katsuya Yoneda

$end

$info=dcon,
$bio

D-Con (c) 1992 Success.

$end

$info=dday,ddayc,
$bio

D-Day (c) 04/1982 Olympia.


- TRIVIA -


Also licensed to Centuri (04/1984).


The technical director of Olympia, Livio Leante, had the biggest arcade in Milan, the 'Astragames'. It was situated in the centre of the city near the Dome. Astragames closed around mid 90s, while Olympia stopped cloning games mid 80s.

$end

$info=ddayjlc,
$bio

D-Day (c) 1984 Jaleco.

$end

$info=ddcrew,ddcrewa,ddcrewb,ddcrewc,
$bio

D.D. Crew (c) 1991 Sega.


- TRIVIA -


This game runs on the Sega System 18 hardware.

$end

$info=daitorid,
$bio

Dai Paitoride (c) 01/1996 Metro.


Solitaire mahjong game.


- TRIVIA -


The title of this game translates from Japanese as 'Great Tile Fortress'.


- SERIES -


1. Last Fortress - Paitoride (1994)

2. Paitoride II - Adauchi Gaiden (1994)

3. Dai Paitoride (1996)


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=dairesya,
$bio

Dai Ressya Goutou (c) 04/1987 Konami.

Game ID : GX560


- TRIVIA -


The title of this game translates from Japanese as 'Great Train Robbery'.


Licensed to Kawakusu for Japanese distribution.


This game is known outside Japan as "Iron Horse".


This game runs on the "Double Dribble" hardware.

$end

$info=daisenpu,
$bio

Dai Senpuu (c) 1989 Taito.

Game ID : B87


- TRIVIA -


The title of this game translate from Japanese 'Great Whirlwind'.


This game is known outside Japan as "Twin Hawk".


This game runs on the Taito X System hardware.


- UPDATES -


There are several differences between "Twin Hawk" and Dai Senpuu :

* Twin Hawk supports two simultaneous players.

* Dai Senpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets.

* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.

* In Dai Senpuu, the planes are green for both players.

* In Twin Hawk, when you die, you continue the game at current position.

* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.


- STAFF -


Sound composer : Osamu Oota


- PORTS -


* Consoles :

Sega Mega Drive

NEC PC Engine

$end

$info=dkgensan,dkgenm72,
$bio

Daiku no Gen-san - Beranmee Machi Soudouki (c) 1990 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Mr. Gen The Carpenter - Bloody Fool Town Riot Chronicle'.


This game is known outside Japan as "Hammerin' Harry".


This game runs on the Irem M-84 system hardware (There is also an earlier version on the M-72 system hardware).


- SERIES -


1. Daiku no Gen-san - Beranmee Machi Soudouki (1990)

2. Daiku no Gen-san - Ghost Building Company (1992, Nintendo Game Boy)

3. Ganbare! Daiku no Gen-san (1993, Nintendo Super Famicom)


- STAFF -


Sound composer : Hiyamuta (Gangy Hiya)


- PORTS -


* Consoles :

Nintendo Famicom (1991)

$end

$info=daimakai,
$bio

Daimakaimura (c) 1988 Capcom.


So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies...

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Great Demon World village'.


This game is known outside Japan as "Ghouls'n Ghost".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989.


- SERIES -


1. Makaimura (1985)

2. Daimakaimura (1988)

3. Chohmakaimura (1991, Nintendo Super Famicom)


- STAFF -


Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto

Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama

Music by : Tamayo Kawamoto


- PORTS -


* Consoles :

Sega Mega Drive (1989)

NEC SuperGrafx (1990)


* Computers :

Sharp X68000 (1994)

$end

$info=daioh,
$bio

Daioh (c) 07/1993 Athena.


Controlled with an 8-way joystick and six buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Great King'.


- STAFF -


Programmer : Tsutomu Tabata

Graphic designers : Undead Tama, Kata Chumuri, Numa

Composer : Sho

Sound driver : K. Zikil-Hide Ishibashi

Producer : Noriyuki Takasaki

Exective producer : Sakae Nakamura

$end

$info=daiskiss,
$bio

Daisu-Kiss (c) 1996 Konami.

Game ID : GX535


- TRIVIA -


The title of this game is a play of word between 'Daisuki' and 'Kisu' and means 'I'm crazy about Kisses' (the object of the game). The Japanese phonetics of Daisu : 'Da i su' means 'Dice' for the random concept of the game.


This game runs on the Konami GX hardware.


This game is one of the rare Japanese multi-mini games where you can find some questions based on the 'pokeberu quiz'. The 'pokeberu' is a way of speaking only with the pronunciation of the numbers and while playing with the various readings of the Japanese numbers. Example : 5963 reads as 'go kyu roku san' - Gokurousan is an expression employed by the Japanese police officers for feliciter of the accomplished labour.

$end

$info=dakkochn,
$bio

DakkoChan Jansoh (c) 1987 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Dakko-Chan's Mahjong Club'.


This game runs on the Sega System 2 hardware.

$end

$info=dankuga,
$bio

Dan-Ku-Ga (c) 12/1994 Taito.


- TRIVIA -


Dan-Ku-Ga is an updated prototype version of "Kaiser Knuckle".


This game runs on the Taito F3 System hardware.


- UPDATES -


This prototype is very different than Kaiser Knuckle :

* Before your game, you choose the difficulty level Normal, Professional, or Training.

* At the character selection screen : Kazuya, Lihua and Liza has been redesigned, all others has different costumes colors.

* Gonzales and Azteca are playable.

* The 5th opponent is Gonzales, the 9th opponent is Azteca and the 10th opponent is your Doppelganger.

* The CPU AI has been altered somewhat.

* You can backdash with all character.

* You don't select the first opponent in 1P vs. CPU mode.

* A medic comes out to check on the defeated opponent after the final round.


- STAFF -


Image illustrator : Nobuteru Yuki

Project leader : Takeshi Kobori

Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main character designers : Yuji Sakamoto, Takeshi Kobori

Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistants : Peacock, Production IG, VAP

Main programmmer : Hiroshi Aoki

Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music composer : Yasuhisa Watanabe (Zuntata)

Sound effect designer : Katsuhisa Ishikawa (Zuntata)

Recording engineer : Munehiro Nakanishi (Zuntata)

System engineers : Katsumi Kaneoka, Hironobu Suzuki

Designers : Kumi Mizobe, Takeshi Kobori

Mechanic engineer : Koichi Otsu


* CAST :

Kazuya : Kazuki Yao

Barts : Ryutaro Okiayu

Lihua : Saeko Shimazu

Liza : Aya Hisakawa

Gekkou : Hideo Ishikawa

J-McCoy : Kazunari Tanaka

Wulong : Yasushi Horibata

Marco : Ichiro Otowa

Boggy : Andrew Holms

Gonzales : Hisao Egawa

Azteca : Ryu Kuzu

General : Steve Yamashita

Narrator : Randy Sexton

$end

$info=danchih,
$bio

Danchi de Hanafuda (c) 1999 Altron.


- TRIVIA -


Licensed to Tecmo for distribution.


The title of this game translates from Japanese as 'Hanafuda at the Apartments'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=danceyes,
$bio

Dancing Eyes (c) 08/1996 Namco.


A maze/puzzle type game featuring sexy 3-D anime style women. The aim of the game is to remove sections of the clothing by clearing blocks on the grid against a time limit and baddies that move along the grid lines. Once you complete the level you are given the chance to zoom in and watch the girl frolic.


- TRIVIA -


This game runs on a Namco System 11 hardware.


One of the girls in the game wears a 'Soul Edge' t-shirt from Namco's 1995 game.


- TIPS AND TRICKS -


* See through mode : At the stage select screen press Up(x2), Down(x2), Left(x2), Right(x2), Up(x2), Down(x2), Left(x2), Right(x2).


- STAFF -


Concept and game designer : Masateru Umeda

Game coordinate : Kohji Kenjoh

Game programmer : Kyota Tanaka

Visual programmer : Kohji Yamaguchi

System programmer : Kiyoshi Minami

Art directors : Youichiro Komoriya, Satoshi Yamaguchi

Stage designers : Miki Maemori, Kanako Doi, Masanori Kimura, Satoshi Mori, Hisaharu Takahashi, Kohji Mitsunaga, Takashi Imaizumi, Mitsuru Fukuoka, Shigeo Sasaki, Junko Sasaki, Taro Okamoto, Akira Nakajima, Yukiko okoo, Kaname Takai, Nobuo Takahashi, Kohji Yamaguchi

Logo designer : Hideaki Ito

Graphic designer : Kiyotaka Tamiya

Music and Sound Effects : Masahiro Fukuzawa, Minamo Takahashi, Hiroyuki Kawada, Yoshie Arakawa, Nobuyoshi Sano, Takayuki Ishikawa, Takanori Ootsuka, Hiroto Sasaki, Kazuhiro Nakamura, Akihiko Ishikawa, Keiichi Okabe, Yuri Misumi

Voices : Kae Araki, Kumiko Watanabe, Michie Tomizawa, Shiho Niiyama, Rei Sakuma, Emiko Honma, Yayoi Gotoh, Hiroshi Kuwabara

Chief director : Hajime Nakatani

Producer : Shukuo Ishikawa

$end

$info=dangar,dangar2,dangarb,
$bio

Dangar - UFO Robo (c) 09/1986 Nichibutsu.


- TRIVIA -


Pronounced 'dang-gar'.


Dangar - Ufo Robo is a sequel to "Terra Cresta" and a prequel to "Terra Force". Notice the same bosses and minibosses returning from "Terra Cresta" with minor changes, the formation and ship parts system returns again, the same enemies from "Terra Cresta" return, but now in a more robotic form. Some elements that will dominate in "Terra Force" are also here. Notice the underground warp holes and the mounted lasers that extend their length in the underground area.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- UPDATES -


REVISION 1 :

* Build date : SEP. 26 1986


REVISION 2 :

* Build date : DEC. 1 1986


- SERIES -


1. Moon Cresta (1980)

2. Terra Cresta (1985)

3. Terra Cresta II (NEC PC Engine)

4. Dangar - Ufo Robo (1986)

5. Terra Force (1987)


- STAFF -


Directed by : Shigeki Fujiwara

Software by : Vabi Vube

Hardware by : Isao Shiki

Designed by : K. Nakagawa

Music & Sound by : Kenji Yoshida

$end

$info=dangerz,
$bio

Danger Zone (c) 12/1986 Cinematronics.


- SERIES -


1. Danger Zone (1986)

2. Viper (1988)

$end

$info=ddungeon,
$bio

Dangerous Dungeons (c) 1992 East Coast Coin Company.


- STAFF -


Designed and programmed by : Kyle Hodgetts (K H)

$end

$info=dangseed,
$bio

Dangerous Seed (c) 12/1989 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.


- STAFF -


Game designers : S. Shimizu, Y. Shinozaki

Character designers : Y. Shinozaki, S. Sasaki, M. Fukuoka

Graphic designers : Y. Shinozaki, A. Usukura

Visual designers : Y. Shinozaki, S. Sasaki, M. Fukuoda, M. Ishida

Programmers : A. Sam, S. Shimizu

Music composer : Y. Nagumo

Director : H. Shima

Assistant director : S. Shimizu


- PORTS -


* Consoles :

Sega Mega Drive (1990)

$end

$info=dfeveron,
$bio

Dangun Feveron (c) 09/1998 Cave.

Game ID : CV01


Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party!


- TRIVIA -


The title of this game translates from Japanese as 'Bullet Gun Feveron'.


Licensed to Nihon System for distribution.


This game is known outside Japan as "Fever SOS".


Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998.


- TIPS AND TRICKS -


* Secret Guest Character (From Uo Poko) : Insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start


* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously.


- STAFF -


Music composed by : Ryuichi Yabuki, Nanpei Misawa

$end

$info=indyheat,
$bio

Danny Sullivan's Indy Heat (c) 1991 Leland.


- TRIVIA -


Danny Sullivan was one of IndyCar Racing's most recogniseable personalities.


- STAFF -


Consultant : Danny Sullivan

Concept : John Rowe

Team leader : John Morgan

Managers : Medo Moreno & Dan Viescas

Software & Graphics : John Morgan, Dave Sullivan, Steve High

Sounds : Sam Powell & Michelle Simon

Diagnostics : Joe Kosic

Hardware : Alex McKay, Eric Henderson, George Fiock

Additional helps : Earl Stratton, Bruce Moore, Dave Scoot, Ellis Goodson


- PORTS -


* Consoles :

Nintendo Famicom (1991)


* Computers :

Atari ST (1992)

$end

$info=darius,dariusj,dariuso,dariuse,
$bio

Darius (c) 1986 Taito.

Game ID : A96


- TRIVIA -


Darius was unique in the fledgling genre for having a game screen three times longer than the usual size, and thus requiring three screens to be arranged side-by-side in order to play.


The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series.


Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game.


The heroes' names in Darius series 'PROCO' and 'TIAT' backwards spell 'TAITO CORP'.


The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on 21/08/1992.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- SERIES -


1. Darius (1986)

2. Darius II (1989)

3. Darius Twin (1991, Nintendo Super Famicom)

4. Darius Force (1993, Nintendo Super Famicom)

3. Darius Gaiden - Silver Hawk (1994)

4. G-Darius (1997)

5. G-Darius ver.2 (1997)


- STAFF -


Directed and produced by : Toshio Kohno

Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata

Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto

Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama

Mechanical engineers : Takeki Nakamura, Eiji Kubota

Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa

Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto

Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki


- PORTS -


* Consoles :

Nec PC-Engine ("Darius Alpha")

Nec PC-Engine CD ("Super Darius")

Sega Master-System

Sega Mega Drive ("Sagaia")

Nintendo Game Boy Advance ("Darius R")


* Computers :

Atari ST (1989)

Sinclair ZX Spectrum (1990, "Darius+")

Sharp X68000

$end

$info=dariusg,dariusgu,dariusgj,dariusgx,
$bio

Darius Gaiden - Silver Hawk (c) 09/1994 Taito.

Game ID : D87


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Darius Side Story'.


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius Gaiden - PCCB-00166) on 18/11/1994.


- SERIES -


1. Darius (1986)

2. Darius II (1989)

3. Darius Twin (1991, Nintendo Super Famicom)

4. Darius Force (1993, Nintendo Super Famicom)

3. Darius Gaiden - Silver Hawk (1994)

4. G-Darius (1997)

5. G-Darius ver.2 (1997)


- STAFF -


Producer : Hidehiro Fujihara

Game designers : Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa, Thanks : Kentaro Matsumura

Art directors : Kat, Masami Kikuchi, Baw-Baw

Programmers : Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada

Hardware engineer : Katsumi Kaneoka

Decorator : Rintard Doi

Sound (Zuntata) : Hisayoshi Ogura (OGR.), Katsuhisa Ishikawa

Bit pattern : Makoto Fujita, Ucky Maeda, Toru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=darius2,darius2d,drius2do,
$bio

Darius II (c) 09/1989 Taito.

Game ID : C07


- TRIVIA -


This game is known in US as "Sagaia" (licensed to Romstar for distribution).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- SERIES -


1. Darius (1986)

2. Darius II (1989)

3. Darius Twin (1991, Nintendo Super Famicom)

4. Darius Force (1993, Nintendo Super Famicom)

3. Darius Gaiden - Silver Hawk (1994)

4. G-Darius (1997)

5. G-Darius ver.2 (1997)


- STAFF -


Directed and produced by : Hidehiro Fujiwara

Game designed by : Hidehiro Fujiwara, Senba Takatsuna

Programmed by : Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano

Art designed by : Masami Kikuchi, Senba Takatsuna, Hisakazu Kato

Cabinet designer : Yoshinori Aiura

Hardware designed by : Toshiyuki Sanada

All music composed and arranged by : Hisayoshi Ogura (Team Zuntata)

Sound editors : Yasuhisa Watanabe, Norihiro Furukawa

Sound software : Naoto Yagishita


- PORTS -


* Consoles :

Nec PC-Engine CD ("Super Darius II")

Sega Mega Drive (1990)

Sega Saturn (1996)

$end

$info=darkadv,
$bio

Dark Adventure (c) 09/1987 Konami.

Game ID : GX687


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is also known as "Devil World" and in Japan as "Majuu no Ohkoku".


This game runs on the Konami Twin 16 hardware.


Due to the complexity and difficulty of Dark Adventure, it never faired well in the arcades.


- UPDATES -


Dark adventure is (a sort of) an update of "Devil World" / "Majuu no Ohkoku".

* Different intro sequences.

* More difficult : The energy live decrease faster and each scene has more than one exit (and more than one key).

* There are three player characters instead of two (Zorlock has been added).

* The rectangle that contains the options (weapons and speed) that you can activate doesn't exist.

* The scenes with the dragon don't exist.

* The weapons and the process to catch them are different.


- STAFF -


Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui

Data file operator : Ikuko Minowa

Graphic designers : Jun Sakurai, Miki Yoshikata

Sound editors : Hideaki Shikama, Kenichi Matsubara

Engineer : Keisuke Hashima

Assistant programmers : Akira Suzuki, Tatsuo Fujii

Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto

$end

$info=darkedge,darkedgj,
$bio

Dark Edge (c) 1992 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=darkplnt,
$bio

Dark Planet (c) 10/1982 Stern Electronics.


- TRIVIA -


This game runs on the "Scramble" hardware.


- STAFF -


Designed and programmed by : Erickson-Langlois

Software by : Jurich-Jahnke

$end

$info=darkseal,darkseaj,darksea1,
$bio

Dark Seal (c) 07/1990 Data East.

Game ID : MAC


Four selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps!


- TRIVIA -


This game is known in US as "Gate of Doom".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990.


- SERIES -


1. Dark Seal (1990)

2. Dark Seal II (1992)


- STAFF -


Game master : Yoshiyuki Urushibara

Main programmer : Naomi Susa

Main draphic designers : S. Noda, J. Matsuda, Yohiyuki Ishibiki

Programmers : Mentaiko, Tac. H, K. Miyazawa

Graphic designers : Masanori Tokoro, E. Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara

Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori

Sound effects : Azusa Hara (AZUSA)

Hardware : Shingo Mitsui

Project leader : Mentaiko

$end

$info=darksel2,
$bio

Dark Seal II (c) 1992 Data East.

Game ID : MAS


Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom. May the power be with you!


- TRIVIA -


This game is known in US as "Wizard Fire".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993.


- SERIES -


1. Dark Seal (1990)

2. Dark Seal II (1992)


- STAFF -


Game master : Yoshiyuki Urushibara

Project leader : Naomi Susa

Soft leader : Souichi Akiyama

Object graphic leader : Yohiyuki Ishibiki

Back graphic leader : Masanori Tokoro

Music leader : Tatsuya Kiuchi

Soft : Haruyuki Kobayashi, Shinichi Suzuki

Character designer : Tomoki Matoba

Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga

Back designers : Ryohei Harakata, Kazuhi Imoto

Music composers : Tom Sato, Mihoko Ando, Gamadelic

Hard : Shingo Mitsui, Masao


* CAST :

Knight : Greg Sullivan

Wizard : Susan Barger

Bard : Bill O'Neill

Dwarf : William Rooney

Elf : Chiwe Gordon

$end

$info=sscope2,
$bio

Dark Silhouette - Silent Scope 2 (c) 2000 Konami.


- TRIVIA -


This game is known as "Fatal Judgement  Silent Scope 2" in some parts of Europe and as "Innocent Sweeper - Silent Scope 2" in some parts of Asia.


- SERIES -


1. Silent Scope (1999)

2. Dark Silhouette - Silent Scope 2 (2000)

3. Silent Scope EX (2001)

4. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)

$end

$info=darktowr,
$bio

Dark Tower (c) 1992 The Game Room.


'How to rip', ask the programmer of this game :).


- TRIVIA -


Some sprite characters were ripped directly from Capcom's "Ghost 'n Goblins". The mummies are ripped out of "Black Tiger". Music and sfx are straight out of "Double Dragon" - exactly the same.


- STAFF -


Designed and programmed by : Kyle Hodgetts (K H)

$end

$info=darkwar,
$bio

Dark Warrior (c) 1981 Century Electronics.

$end

$info=dstlk,dstlka,dstlku,dstlkur1,
$bio

Darkstalkers - The Night Warriors (c) 07/1994 Capcom.

Game ID : CP-S II No. 05


Ten characters taken straight from horror films duke it out Street Fighter style, featuring two end bosses.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan as "Vampire - The Night Warriors".


This game runs on the Capcom Play System II hardware (CPS II).


Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994.


A Darkstalkers unit appears in the 1995 movie 'The Net'.


- UPDATES -


In the Japanese version :

* Jon Talbain is named 'Gallon'.

* Lord Raptor is named 'Zabel Zarock'.

* Rikuo is named 'Aulbath'.

* Huitzil is named 'Phobos'.


- 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. Darkstalkers - The Night Warriors (1994)

2. Night Warriors - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- 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 (Anachey Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)


* Voice Actors :

Demitri : Nobuyuki Hiyama

Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=dharma,
$bio

Daruma Doujou (c) 04/1994 Metro.


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

$end

$info=darwin,
$bio

Darwin 4078 (c) 03/1986 Data East.


- SERIES -


1. Darwin 4078 (1986)

2. SRD - Super Real Darwin (1987)


- PORTS -


* Computers :

MSX2

$end

$info=ghostlop,
$bio

Dataeast's Ghostlop (c) 1996 Data East.

Game ID : 0228


- TRIVIA -


This game is known in Japan as "Ghostlop".


This is a very rare prototype, never officially released, for the SNK Neo-Geo MVS system.

$end

$info=powj,
$bio

Datsugoku - Prisoners of War (c) 08/1988 SNK.

Game ID : A7008 'DG'


After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.


- TRIVIA -


The title of this game translates from Japanese as 'Escaped Prisoners'.


This game is known outside Japan as "P.O.W. - Prisoners of War".


- STAFF -


Boss : Eikichi Kawasaki

Programmers : Konny, Regulus, Shoot Yamashita, Shochan

Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka

Sound : Tarkun, Yoko Osaka, Kenny

$end

$info=280zzzap,
$bio

Datsun 280 Zzzap (c) 11/1976 Midway.

Game ID : 610


The game is a simple black and white monochrome driving game. You control a car through a night time scene, and the road is represented by simple posts at the edges. The top of the screen will display information about upcoming curves (like the maximum safe speed to take them at), while the bottom of the screen has a speedometer, timer, scoreboard, and may also display a few tips as well. Just drive, and don't crash. Pay attention to your speed on the corners to avoid crashing.


- TRIVIA -


Originally called 'Midnite Racer' when Midway acquired the right from Digital Games to create the game (01/1976). Midway released their final version 10 months after at the AMOA as 'Datsun 280 Zzzap'.


This game came in an upright format. The cabinet was painted blue with simple striped sideart. The marquee was integrated into the monitor bezel and may bear one of three different titles (with four distinct marquees/bezels). The most common one showed a picture of a yellow Datsun 280Z and said '280 Zzzap', the other three versions had stripes that matched the side of the machine, and were labeled either 'Midnight Racer', '280 Zzzap', or 'Datsun 280 Zzzap'. The control panel is dominated by a large three spoked steering wheel, with a high/low shifter off on the right side. A gas pedal mounted low finishes off the controls. This game uses a 23'' black and white television as a monitor.


The game is powered by an Intel 8080 CPU, and has a wiring harness that is compatible with other 8080 games from Midway (although they almost all have different controls, so you can do little more than test out PCBs in the incorrect cabinet).


- STAFF -


Designed and programmed by : Jay Fenton, Dave Nutting


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=daytona,
$bio

Daytona USA (c) 1993 Sega.


Burnin' Down The Highway!


- TRIVIA -


Daytona is the first game to come out on the Sega Model 2 hardware.


- TIPS AND TRICKS -


* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table.


* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) :

"Hang-On" - H.O

"After Burner" - A.B

"Virtua Fighter" - V.F

"Galaxy Force" - G.F

"F1 Exhaust Note" - EXN

"Turbo Out Run" - TOR

"Fantasy Zone" - F.Z

"Quartet" - QTT

"Space Harrier" - S.H

"Power Drift" - P.D

"Super Hang-On" - SHO

"Rad Mobile" - R.M

"Strike Fighter" - S.F

"Out Runners" - ORS

"Enduro Racer" - E.R

"Sword of Vermillion" - VMO

"Out Run" - O.R

"V.R. - Virtua Racing" - V.R

"Super Monaco GP" - SMG

"Stadium Cross" - S.C

"G-Loc" - GLC

"GP Rider" - GPR

"SDI - Strategic Defense Initiative"  - SDI

"Thunder Blade" - T.B


* Special Ending : You must finish in third place or better in every course.


* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4.


* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time.


- SERIES -


1. Daytona USA (1993)

2. Daytona USA 2 - Battle On The Edge (1998)


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=daytonam,
$bio

Daytona USA - To The Maxx : 2001 Edition (c) 2001 Unknown.


- TRIVIA -


Daytona USA - To The Maxx : 2001 Edition is an unofficial hack of "Daytona USA" that adds a turbo button and several more playing modes, a ghost car for your fastest lap, a rear view and about 4 more viewing modes, and its surprisingly playable... Adds a bar across the middle at the bottom, this is your turbo fuel, and the red bars at the side are your extra views, also, the digital speedo has been changed.


- STAFF -


Programmed by : Kyle Hodgetts

$end

$info=daytonat,
$bio

Daytona USA Turbo (c) 199? Unknown.


- TRIVIA -


Daytona USA Turbo is an unofficial hack of "Daytona USA" that's slightly faster than the original and also features optional monster trucks!


- STAFF -


Hacked by : Kyle Hodgetts

$end

$info=dazzler,
$bio

Dazzler (c) 1982 Century Electronics.

$end

$info=deadang,
$bio

Dead Angle (c) 1988 Seibu Kaihatsu.


Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shooter.


- TRIVIA -


This game is known in Spain as "Gang Hunter".


- SERIES -


1. Empire City : 1931 (1986)

2. Dead Angle (1988)


- STAFF -


Producer : H. Hamada

Director : T.Wada

Hard Wear : ???

Programmers : T. Takano, K. Kondo, S. Mori, H. Tomita

Music : ???

Art : M. Matsuzawa, S. Nagasaki, T. Komazawa

$end

$info=deadconx,deadconj,
$bio

Dead Connection (c) 07/1992 Taito.

Game ID : D28


Mobsters & criminals own the streets. Law enforcement has taken a backseat against the criminal empire that overwhelms the city and innocent people turn up dead with each passing moment. Take control of four brave vigilantes and exterminate the criminals using their rules! Features excellent sound effects as well as fast & furious action with plenty of weapons & stuff to find!


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


- STAFF -


Planners : Papara Kaito, Jiro Tonegawa

Programmers : Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi

Character designers : Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock

Project managers : Masaki Yagi (Ymot)

Hardware engineer : Jun Sawaki

Graphic designers : Rintaro Doi, Kyoko Umezu

Sound soft (Zuntata): Yagisita, Sousukun

Directors : Masaki Ogata, Ichiro Fujisue, Fujiwaran X

$end

$info=deadeye,
$bio

Dead Eye (c) 10/1978 Meadows Games.

$end

$info=doa,doaa,
$bio

Dead or Alive (c) 1996 Tecmo.


- TRIVIA -


This game runs on the Sega Model 2B hardware.


-SERIES-


1. Dead or Alive (1996) 

2. Dead or Alive ++ (1998) 

3. Dead or Alive 2 (1999) 

4. Dead or Alive 2 Millennium (2000)

5. Dead or Alive 3 (2001, Microsoft Xbox)

6. Dead or Alive Ultimate (2004, Microsoft Xbox)


- PORTS -


* Consoles :

Sega Saturn (1997)

Microsoft Xbox (2004, "Dead or Alive Ultimate")

$end

$info=doapp,
$bio

Dead or Alive ++ (c) 1998 Tecmo.


- TRIVIA -


Presented by Team Ninja (see 'Staff' section for more information).


"Dead or Alive" runs on the Sega Model 2 hardware. Dead or Alive ++ runs on a less powerful system based on the Sony Playstation. Consequentially, the backgrounds in this game are 2D while the Sega Model 2 game had 3D backgrounds.


- SERIES -


1. Dead or Alive (1996)

2. Dead or Alive ++ (1998)

3. Dead or Alive 2 (1999)

4. Dead or Alive 2 Millennium (2000)

5. Dead or Alive 3 (2001, Microsoft Xbox)

6. Dead or Alive Ultimate (2004, Microsoft Xbox)


- STAFF -


Main programmer : Hiroaki Ozawa (D)

Planning director : Katsunori Ehara

Programmers : Nuehina, T. Sawatari, Mitsuo, Yume Maboroshi, Shigeaki Ohta (VAL), Kazubou, Takashi Watanabe, Tetsuya Imamura

Planners : Motohiro Shiga, Asamin, Y. Sasaki, Mizuki Takeda

Motion manager : Makoto 50 Isomine

Motion director : Hiro Matsui

Motion designers : C. Sasaki, Tohru Mishima, Sane Kondo, Masanori Sato, Akira Izumi, Gelira Saitoh, Naruse Yuki, Hiraoka Tomoo, Leo, Shigefumi Ishizuka, Masaki Koshikawa, Ryuji Ikeda, Taro Matsushita

Animation data : Noriaki Kazama, S. Sameshima

CG director : Hideyuki Kato

Character modeler : Yasushi Nakakura

Character designers : Kubotan, Yoshiki Horiuchi, Jumbo Matumura, D. Ota, Hideaki Takahasi, Naofumi Sasaya, Buu Nakamura

Stage designers : H. Niimi, N. Sakauchi

Movie staff : Great Egawa, Yusuke Iida

Sound effect : K. Inaba

Music composer : S. Okuda, M. Hosoi

Artwork designer : N. Yamada

Characters voice (Aoni Pro) : Sakura Tange, Mami Koyama, Yumi Touma, Wakana Yamazaki, Miyako Endo, Bin Shimada, Hideyuki Hori, Toshio Furukawa, Hisao Egawa, Takeshi Aono, Daisuke Gouri, Kouji Yada

Technical director : Gussan Kawaguchi, Y. Koga

Chief director : Tomonobu Itagaki

Executive producer : Max Naka


- PORTS -


* Consoles :

Sony Playstation (1998, "Dead or Alive")

$end

$info=dealer,
$bio

The Dealer (c) 19?? Epos.

$end

$info=deathbrd,
$bio

Death Brade (c) 1991 Data East.

Game ID : MAF


Eight mythical creatures battle each other in this wrestling-style fighting game.


- TRIVIA -


This game is known outside Japan as "Mutant Fighter".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991.


- STAFF -


Game designer : Wizard Solomon

Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, K. Hashimoto

Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto

Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)

Hard designer : S. Mitsui


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

FM Towns Marty


* Computers :

Sharp X68000 (1991)

$end

$info=decathlt,
$bio

Decathlete (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn

$end

$info=thedeep,
$bio

The Deep (c) 1987 Woodplace.


- TRIVIA -


This game is known outside Japan as "Run Deep".


- PORTS -


* Computers :

Sinclair ZX Spectrum (1988)

Atari ST (1988)

Commodore C64 (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

$end

$info=defence,
$bio

Defence Command (c) 1981 Outer Limits.


- TRIVIA -


This game is a bootleg of "Defender".

$end

$info=redufo,
$bio

Defend the Terra Attack On The Red UFO (c) 03/1981.


- TRIVIA -


A bootleg of this game is known as "Exodus".

$end

$info=defender,defendg,defendw,defndjeu,
$bio

Defender (c) 12/1980 Williams.


The player flies a small, aerodynamically Aerodynamics-shaped spaceship above a long, mountainous planetary landscape. The land is inhabited by a small number of humans. The landscape wraps around, so flying constantly in one direction will eventually bring the player back to their starting point. A number of flying aliens reside in the air above the landscape. The player's responsibilities are twofold : To destroy all aliens, and to protect the humans from being captured. The player is armed with a powerful laser-like weapon which can be fired rapidly in a long horizontal line ahead of the spaceship.


- TRIVIA -


The macho man's game!! Defender was noted for its sound and visual effects and extremely hard gameplay. That didn't stop players from racking up millions of points on the game. Literally minutes from the opening of the AMOA Jarvis and his team were burning new ROMs for the display game due to the fact they plugged the first burn into the board backwards and fried them! Due to the intimidating controls, no one played the game and there were even rumors saying "Pac-Man" and Defender would bomb and "Rally X" would be the next hit. Not only did Defender have the most buttons to use during gameplay (It had 5 buttons, plus a joystick) but it was also the first video game to feature artificial 'world' in which game events could occur outside on-screen view presented to the player.


Some bootlegs of this game are known as "Defence Command", "Defense Command", "Zero" (Jeutel), and "Tornado" (Jeutel).


Defender inspired a catchy hit song by Buckner and Garcia called 'Defender' released on the 'Pac-Man Fever' album.


A Defender unit appears in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks' and in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.


MB (Milton Bradley) released a boardgame based on this video game (same name) in 1983 : Win the most points by using your Defender ships to protect humanoids from waves of aliens. A set of chance cards will bring the different aliens (bombers, landers and humanoids) into play. Movement is determined with a spinner. Players can move their defenders and aliens.


- UPDATES -


Defender ROM sets were distinguished by early and later editions. The early edition supported only upright cabinets. In 1981 Williams released a cocktail cabinet version which necessitated extra code to flip the video display and to support a second set of game controls. The editions had some minor differences in the game's attract mode : The early edition gave an erroneous point value of '100' for alien landers; this was corrected to '150' in the later edition. Also, the high score value for player PGD was '14185' in the early edition and '14285' in the later edition.


Early edition ROM sets :

* Defender (White Label)

* Defender (Green Label)


Later edition ROM sets :

* Defender (Red Label)


- TIPS AND TRICKS -


* See Credits : To see the designers credits, do the following while in game play : Down, Reverse, 1P Start, Thrust, Reverse, 2P Start, Fire, Down, 1P Start, Thrust and Fire.


* The International Date Line : There are reverse lines for swarmers and mutants (aka the 'International Date Line'). If this line is between you and the type of enemy in question, they will travel the opposite direction around the planet to get you (I.e. they won't cross this line to get to you). If a mutant, say, is following you and you cross the mutant reverse line (to the left of the Big Mountain) it will suddenly reverse direction and go around the other way. The same is true for the swarmer reverse line (located approximately where your ship starts each wave). This doesn't affect swarmers that you are following behind. If you're on one side of the line and a pod is on the other and you shoot it open the swarmers will fly away from you and you can get in behind them immediately. The best use of these lines is where there are lots of swarmers and/or mutants that you don't want to hassle with. You stay near the line in question and go back and forth over it to keep the enemy in question on the other side of the planet. Especially useful in space and waves that get really hairy.


* Freeze!! : You can freeze a Defender machine by picking up all ten humans (on any wave, but Wave 1 is your greatest chance at success), stopping all forward motion of your ship, quieting the screen down (i.e. having no enemies moving around on it) and setting all the humans straight down quickly. This seems to work better were the terrain is very close to the bottom of the screen. Every thing will freeze, but you can still move your ship up and down. Thrusting will break the spell, so to speak. If you do pick a spot with shallow terrain, some humans will go thru the bottom of the screen and appear suspended in mid-air near the top. This trick is good during marathon games when you've reached Wave 256 and need a breather.


* Some top players begin each round by shooting their own men, except for one, which they pick up. This keeps mutants from developing, but it also means that the world explodes if you lose your last humanoid. It probably goes without saying that this can be considered an 'advanced' trick...


* When you get your last official guy before 1,000,000, every time you score, you'll get an extra man. The trick we used was to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because :

a) For every point scored in Defender from 990,000 to 999,975 you will win one extra ship and smart bomb.

b) If you suicide on something, including a shot but not including hyperspace (because dying from hyperspace awards no points), you will lose one ship, but also gain one (net effect on ships is zero) plus one smart bomb.

c) For winning n ships in Defender from 990,000 to 999,975, including suicides, you will have to wait n x 10,000 points after passing 1M before the game's accounting balances and it awards ships properly at 10,000 point intervals again. d. The score returns to zero every 1 million, meaning that if you had won 100 ships the machine would have to wait 1 million points to begin awarding ships again. However, since 1 million is equivalent to zero it awards them immediately at 1,010,000. -- or --

d) Being an 8-bit game, 255 ships is the maximum recognized. 256 ships/smart bombs is treated as zero. If you win exactly 256 ships during this period the machine will think you have won none and thus begin awarding ships immediately at 1,010,000.


* In either case, you get to keep your surplus ships and bombs and can have super long turns where you bomb 2 to 3 times per wave to get out of dangerous situations. It's possible on a real Defender machine to make the screen color inverted so that all the black space is white while you are playing. It will reset itself when you die and maybe by hyperspacing. Smartbomb flashes are cool when it's reversed. The trick, as I remember it, was to drop a credit in right when you die and the screen flashes white. Somehow the program gets distracted (non masked interrupt on coin drop?) and it the screen stays white.


- SERIES -


1. Defender (1980)

2. Stargate (1981)

3. Strikeforce (1991)

4. Defender 2000 (1996, Atari Jaguar)


- STAFF -


Staff : Eugene Jarvis (DRJ), Sam Dicker (SAM), Larry DeMar (LED), Paul Dussault (PGD), (CRB), Mike Stroll (MRS), Steve Ritchie (SSR), (TMH)


- PORTS -


* Consoles :

Atari 2600 (1981)

Atari 5200 (1982)

Entex AdventureVision (1982)

Atari XEGS

Colecovision (1983)

Mattel Intellivision (1983)

Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")

Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Nintendo Game Boy Advance (2002)

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Atari 800 (1982)

Commodore VIC20 (1983)

Atari Jaguar (1996, "Defender 2000")

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")

Microtan 65

Apple II


* Others :

VFD handheld game (1982) released by Entex.

VFD handheld game (19??) released by Gakken : The screen is a little smaller than the Entex version.

Palm OS ("Midway Arcade Classic")

$end

$info=defcmnd,
$bio

Defense Command (c) 1981 Artic International.


- TRIVIA -


This bootleg of "Defender" resulted in a far-reaching legal decision in US copyright law. Williams sued the distributor of the game, Artic International, for copyright infringements of 1) the game's ROM code and 2) the 'look-and-feel' of the attract and play modes.


Artic never contested that the 'Defense Command' ROM code had been lifted from the Williams "Defender" game; over 85% of the code was identical in both games. However, Artic argued that ROM chips should be considered as 'utilitarian objects', much like common knobs and gears which are beyond the scope of copyright law. Artic had used this argument unsuccessfully in a similar case against Midway Manufacturing.


The court reaffirmed the previous legal decision against Artic. Under US copyright law, intellectual property can be protected if it is made permanent in some way (known in legal terms as 'fixation'). Computer code stored in ROM chips met this requirement. Artic lost its case against Williams.


The Midway/Williams decisions against Artic set an important legal precedent : compiled computer code was protected under copyright law regardless of the medium of storage.

$end

$info=deltrace,
$bio

Delta Race (c) 1981 Allied Leisure.


- TRIVIA -


This game is a bootleg of "Omega Race".

$end

$info=demoderb,demoderm,
$bio

Demolition Derby (c) 1984 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


Demolition Derby came in a two-player upright cabinet and a four-player flat table that players stood around.


- STAFF -


Concept and Design : Jeff Nauman

Design (Artist/ Animator) : Brian Colin

$end

$info=demon,
$bio

Demon (c) 1982 Rock-ola.


- TRIVIA -


Demon was created on Cinematronics' vector hardware by Rock-Ola. The flickering is normal :)

$end

$info=demonwld,demonwl1,
$bio

Demon's World (c) 1990 Toaplan.

Game ID : TP-016


- TRIVIA -


Licensed to Taito for Japanese distribution.


Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool".


- UPDATES -


There are two versions of this game. One has a setting in the netherworld of the far east and features undead creatures of Asian lore while the other sets the game in the spooky Old West with appropriate ghosts and the like.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Sound composer : Toshiaki Tomisawa, Osamu Oota


- PORTS -


* Consoles :

NEC PC Engine Super CD-ROM (1993, "Horror Story")

$end

$info=demoneye,
$bio

Demoneye-X (c) 1981 Irem.


Fearsome Unknown Creatures Close In. Now, A New Terror Spreads Out Across The Universe !! The player moves his spaceship to the right and left with the control lever and fires missiles by pressing the Fire button. When the space demons are attacked they change their shapes and fire missiles. The player must avoid their attacks and retaliate with his own missiles. When all the small demons have been shot down and the super-demon is hit in the heart, the screen is cleared.


- TRIVIA -


This game is a rare prototype.


- TIPS AND TRICKS -


* Hint 1 - The Small Demons Change Their Shapes Three Times : The first demon shape (Demoneye-jr : 40 pts) turns into the second (Octoplus : 70 pts) and the second into the third (Octobomb : 100 pts) when they are shot. Care must be taken to prevent Octobomb ramming into the spaceship.


* Hint 2 - Bonus Chance for 3-Demon Formation : Sometimes Demoneye-jr and Octoplus change their color. If Octoplus are shot while their color is changing they will turn into a group of three Octobombs. If all these three demons are killed a bonus point is scored.


* Hint 3 - Aim At The Heart Of he Super-Demon : When all the small demons have been wiped out, a hole appears beneath the body of the Super-Demon (Demoneye X : 500 pts). This is the Super-Demon's weak point. If the player can shoot the Super-Demon in the heart he can destroy the creature.


* Hint 4 - 3-Eyes Demon King Appears : If the player succeds in a series of two games, a three-eyed demon king appears (Demoneye-King : 1500 pts). To destroy it, the player must hit its heart 3 times with his missiles.

$end

$info=denjinmk,
$bio

Denjin Makai (c) 1993 Banpresto.


- SERIES -


1. Denjin Makai (1993)

2. Ghost Chaser Densei (1994, Nintendo Super Famicom)

3. Guardians / Denjin Makai II (1995)

$end

$info=dendeg,
$bio

Densha De Go! (c) 05/1997 Taito.


- TRIVIA -


The title translates from Japanese as 'Let's go by Train!'.


This game runs on the Taito JC System hardware.


- SERIES -


1. Densha De Go! (1997)

2. Densha De Go! EX (1997)

3. Densha De Go! 2 (1998)

4. Densha De Go! 2 EX (1998)

5. Densha De Go! 3 (1999)


- PORTS -


Consoles:

Sony PlayStation (1997)

Nintendo Game Boy (1998)

Nintendo Game Boy Color (1999)

Bandai WonderSwan (1999)

$end

$info=dendeg2,
$bio

Densha De Go! 2 (c) 03/1998 Taito.


- TRIVIA -


The title translates from Japanese as 'Let's go by Train! 2'.


This game runs on the Taito JC System hardware.


- SERIES -


1. Densha De Go! (1997)

2. Densha De Go! EX (1997)

3. Densha De Go! 2 (1998)

4. Densha De Go! 2 EX (1998)

5. Densha De Go! 3 (1999)


- PORTS -


* Consoles:

Bandai WonderSwan (1999)

SNK Neo Geo Pocket Color (1999)

Sony PlayStation (1999)

Nintendo Game Boy Color (2000)

Sega Dreamcast (2000)

$end

$info=dendeg2x,
$bio

Densha De Go! 2 EX (c) 1998 Taito.


- TRIVIA -


The title translates from Japanese as 'Let's go by Train! 2 EX'.


This game runs on the Taito JC System hardware.


- SERIES -


1. Densha De Go! (1997)

2. Densha De Go! EX (1997)

3. Densha De Go! 2 (1998)

4. Densha De Go! 2 EX (1998)

5. Densha De Go! 3 (1999)

$end

$info=dendegx,
$bio

Densha De Go! EX (c) 1997 Taito.


- TRIVIA -


The title translates from Japanese as 'Let's go by Train! EX'.


This game runs on the Taito JC System hardware.


- SERIES -


1. Densha De Go! (1997)

2. Densha De Go! EX (1997)

3. Densha De Go! 2 (1998)

4. Densha De Go! 2 EX (1998)

5. Densha De Go! 3 (1999)


- PORTS -


Consoles:

Sega Saturn (1998)

$end

$info=depthch,depthv1,
$bio

Depthcharge (c) 09/1977 Gremlin.

Game ID : 50-55


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


This game is also known as "Sub Hunter" (Taito).


- PORTS -


* Computers :

Commodore C64 (1983)

Apple II

$end

$info=mdhorse,
$bio

Derby Quiz My Dream Horse (c) 1998 Namco.


A quiz game featuring horses.


- TRIVIA -


This game runs on the Namco System 12 hardware.

$end

$info=deroon,
$bio

Deroon DeroDero (c) 1996 Tecmo.

$end

$info=dassault,dassaul4,
$bio

Desert Assault (c) 03/1991 Data East.

Game ID : MAJ


- TRIVIA -


This game is known outside US as "Thunder Zone".


- STAFF -


Project leader : Naomi Susa

Planner : Yoshiaki Honda

Programmers : Souichi Akiyama, Halyuki Kobayashi, Nod Suzuki

Adviser : Kazuyuki Kurata

Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu

Composer : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)

Hardware : Shingo Mitsui

$end

$info=desertgu,
$bio

Desert Gun (c) 07/1977 Midway.

Game ID : 618


- TRIVIA -


Desert Gun was originally named 'Road Runner'. The name was changed when Midway merged with Bally who had a game by the same title.

$end

$info=desert,
$bio

Desert Tank (c) 1994 Sega.

$end

$info=desertwr,
$bio

Desert War (c) 1995 Jaleco.


- TRIVIA -


This game is known in Japan as "Wangan Sensou".


This game runs on the Jaleco Mega System 32 hardware.


- STAFF -


Sound : Manabu Namiki

$end

$info=desterth,
$bio

Destination Earth (c) 1979.


- TRIVIA -


This game is a bootleg of "Lunar Rescue".

$end

$info=destroyr,
$bio

Destroyer (c) 10/1977 Atari.

Game ID : 030131-030136


- TRIVIA -


Atari Destroyer was a unique 1 player experience. With a combination of realistic controls, sound effects and the use of 3D cardboard graphics overlaying the monitor the game gave the player a feel of playing a realistic sea battle game. With sonar and explosion sounds from the left and right speakers the game had a fully immersed experience for 1977.


- STAFF -


Designed and programmend by : Mike Albaugh

$end

$info=detatwin,
$bio

Detana!! Twin Bee (c) 1991 Konami.


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 jouney through a colorful world fighting to restore peace. Features colorful anime-style graphics, lots of power-ups and a fun challenge.


- TRIVIA -


The title of this game translates from Japanese as 'It's Here!! Twin Bee'.


This game is known outside Japan as "Bells & Whistles".


This game runs on the TMNT2 hardware.


King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.


- SERIES -


1. Twin Bee (1985)

2. Detana!! Twin Bee (1991)

3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)


- STAFF -


Director : M. 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 :

NEC PC Engine (1992)

Sega Saturn

Sony PlayStation ("Detana Twin Bee Yahhoo! Deluxe Pack")


* Computers :

Sharp X68000 (1991)

$end

$info=devstors,devstor2,devstor3,
$bio

Devastators (c) 09/1988 Konami.

Game ID : GX890


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Garuka".


This game runs on the "Super Contra" hardware.


The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.


- UPDATES -


REVISION 1 :

* Software version V


REVISION 2 :

* Software version X


REVISION 3 :

* Software version Z

$end

$info=devilfsh,devilfsg,
$bio

Devil Fish (c) 06/1982 Artic Electronics.


- TRIVIA -


This game runs on the "Scramble" hardware.


A bootleg of this game was released in 1984 by Vision on the "Galaxian" hardware.

$end

$info=devilw,
$bio

Devil World (c) 10/1987 Konami.

Game ID : GX687


- TRIVIA -


This game is also known as "Dark Adventure" and in Japan as "Majuu no Ohkoku".


This game runs on the Konami Twin 16 hardware.


- STAFF -


Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui

Data file operator : Ikuko Minowa

Graphic designers : Jun Sakurai, Miki Yoshikata

Sound editor : Hideaki Shikama, Kenichi Matsubara

Engineer : Keisuke Hashima

Assistant programmers : Akira Suzuki, Tatsuo Fujii

Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto

$end

$info=devzone,devzone2,
$bio

Devil Zone (c) 1980 Universal.

Game ID : 8022


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)

$end

$info=diamond,
$bio

Diamond Run (c) 1989 KH Video.

$end

$info=diehard,
$bio

Die Hard Arcade (c) 1996 Sega.


- TRIVIA -


This game is known in Japan as "Dynamite Deka".


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Die Hard Arcade (1996)

2. Dynamite Deka II (1998)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=dietgo,dietgoa,dietgoe,
$bio

Diet Go Go (c) 1992 Data East.


A platform game where two teenagers run around fighting against various monsters. A few shots fatten the monsters so they can be kicked around. Also, various items fall, including food which fattens the kids with expected results, and Diet Sodas, which burns off the fat.

$end

$info=digdug,digdugat,digduga1,digdugb,
$bio

Dig Dug (c) 04/1982 Namco.


Dig Dug's objective is to eliminate underground-dwelling monsters. This can be done by inflating them until they pop or by dropping rocks on them. There are two kinds of enemies in the game : Pooka is a round red and yellow monster who looks like a tomato wearing goggles, and Fygar is a green dragon who can breathe fire. The player's character is a digger who can make tunnels; he is killed if he is caught by a monster, burned by a Fygar's fire, or squashed by a rock.


- TRIVIA -


Licensed to Atari (05/1982). Approximately 12,200 units were produced by Atari.


Introduced in 1982, Dig Dug was a shining addition to the golden age of video games. Dig Dug's charming world and innovative game play made it an instant classic.


* A place in video game history : During the golden age of video games we saw a lot of novel approaches to gaming, said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Tempest", for instance, required things of its players that we'd never seen in a video game before. You had to learn a whole new set of skills to further the game experience. Dig Dug is another game that provided a novel approach. The types of movement you had to learn, the skills you had to develop, were like none other up until that point. And this game play was combined with a really engaging subject matter, which was this guy, Dig Dug, who digs around underground after subterranean monsters, and who explodes them with a really bizarre weapon, an air pump! There was just this string of interesting, engaging things for the viewer to look at and experience while dealing with this new type of game. It really captured, and still captures, the imagination. The sounds in Dig Dug are also really distinctive. When people hear that music start to play here at the museum, they'll laugh with recognition. It's quite funny watching people play that game.


* The great 25-cent escape : Lindsey enjoys seeing visitors to his museum discover a video game that rekindles memories from earlier years.

"They'll say, 'Wow, I used to be great at this!' And then they'll adopt their old game-playing position -- which seems to vary almost randomly from person to person," Lindsey said. "They drop a token in, start rolling, and then they will lose all sense of time and space, becoming completely immersed in the game. Often they'll start laughing. I had a guy yesterday who was so funny. He came in and had obviously played these video games quite a bit in years past, like many of us did. He wandered around the museum, going from game to game, and he just laughed hysterically as he remembered all the little details of each game that he had spent so much time on, so long ago."


* Namco notes After the release of Dig Dug in 1982, Namco engineers went to arcades to watch their new game being played. They noticed that "there were two completely separate groups of people. One group enjoyed blowing the enemy up with the pump. The other group enjoyed beating the enemy by dropping rocks on them".


Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to F-1, the '3D' racing game that projected a race track on a screen using a rolling film. Nobody in Atari coin-op liked Dig Dug except for Brian McGhie, now with Starpath. It was McGhie who added the finishing touches to Dig Dug.


This game runs on the "Galaga" hardware. The upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The control panel had a single 4-Way joystick mounted centrally, with 'pump' buttons on either side of it. The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background. There was also a cocktail version. It had two control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13'' monitor (as opposed to the standard 19'' in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug.


A bootleg of this game is known as "Zig Zag". Another bootleg running on the "Galaxian" hardware was made by LAX as "Zigzag".


A Dig Dug unit appears in 1983 min movie 'WarGames'.


Alfa Records released a limited-edition soundtrack album for this game (Video Game Music - YLC-20003) on 25/04/1984.

Alfa Records released a limited-edition soundtrack album for this game (The Best Of Video Game Music - 32XA-66) on 25/04/1986.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- UPDATES -


The background graphics are slightly different in the Atari version, the earth is less regular.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Up(x6), Right(x3), Down(x4), Left(x8).

3) '(c) 1982 NAMCO LTD.' will appear on the screen.


* Dig Dug Bug : Get either a Pooka or Fygar right on your tail, then pump him up but not so much that he explodes. Do this right near a rock--be warned that this is rather tricky. The idea is to loosen the rock when the enemy is almost fully inflated, get out of the way, then do a quick reverse and finish off the enemy at exactly the same time as he is crushed by the rock (avoiding the rock yourself, of course). This will confuse the game and all enemies on the current level will disappear leaving you to aimlessly dig tunnels through the dirt. You will not progress to the next level until you drop another rock.


* Hint : If you want to be extra greedy and get more points, eat all the dirt on the level. Leave only two enemies (because they will speed up, and three is too hard to handle). You don't need to eat every little bit of dirt (you can leave long passageways to slow down the enemies). Also leave only pookas, since the fygars can burn you through the dirt.


- SERIES -


1. Dig Dug (1982)

2. Dig Dug II (1985)


- STAFF -


Music by : Yuriko Keino


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Atari 5200 (1983)

Nintendo Famicom (1985)

Mattel Intellivision (1987)

Atari 7800 (1984)

Nintendo Game Boy (1992)

Sony PlayStation (1996, "Namco Museum Vol.2")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")


* Computers :

Atari 800 (1982)

Commodore VIC20 (1983)

Fujitsu FM-7 (1984)

MSX (1984)

Sharp X68000 (1995)

Fujitsu FM-77AV (1986)

Commodore C64

Apple II

Sord-M5


* Others :

VFD handheld game (19??) released by Gakken.

Arcade (1996, "Namco Classics Collection Vol.2")

Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003).

$end

$info=digdug2,digdug2o,
$bio

Dig Dug II (c) 03/1985 Namco.


- TRIVIA -


This game runs on the "Super Pac-Man" hardware but uses a newer video board wich supports scrolling.


- TIPS AND TRICKS -


* Easter Egg (works on the new version only, old version doesn't have it) :

1) Enter service mode.

2) Select sound 1B.

3) Press the service switch to display the grid and enter the following sequence : Down(x2), Right, Left(x2), Down(x2), Left(x3), Up(x2).

4)Press the service switch again. Some music will play and 'DIGDUGII (c) 1985 NAMCO LTD.' will be slowly drawn on the screen.


* Pause/Resume : When the 'freeze' dip switch is on, at the beginning of the game select starting level with joystick Up/Down, then press button2. During the game, press Start to pause/resume.


- SERIES -


1. Dig Dug (1982)

2. Dig Dug II (1985)


- STAFF -


Music by : Junko Ozawa


- PORTS -


* Consoles :

Nintendo Famicom (1989)


* Computers :

Sharp X68000

$end

$info=digger,
$bio

Digger (c) 06/1980 Gremlin / Sega.

Game ID : 684-691


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


- STAFF -


Written by : David L. Evans

$end

$info=diggerc,
$bio

Digger (c) 1982 Century Electronics.

$end

$info=dimahoo,
$bio

Dimahoo (c) 01/2000 Eighting / Raizing.

Game ID : CP-S II No. 31


In this impressive blend of an overhead shooter with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Capcom for distribution.


This game is known in Japan as "Great Mahou Daisakusen".


This game runs on the Capcom Play System II hardware (CPS II).


Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen - Kingdom-Grandprix" as a selectable character and as a secret character in "Armed Police Batrider.".


- TIPS AND TRICKS -


* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable.


- SERIES -


1. Sorcer Striker (1993)

2. Kingdom Grandprix (1994)

3. Dimahoo (2000)


- STAFF -


Main program : Yuichi Toyama

Planning & Design : Ken-Ichi Yokoh

Progress Control : Susumu Hibi

Producers : Masato Toyoshima, Tatsuya Minami

Sound : Manabu Namiki

Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa

Support from Capcom : Tomoshi Sadamoto

$end

$info=dingo,dingoe,
$bio

Dingo (c) 1983 A.C.G. (Ashby Computers and Graphics)


- TRIVIA -


Licensed to Jaleco.


Manufacturers Ashby Computers and Graphics Ltd were better known in the 1980s as 'Ultimate Play The Game', one of the best UK software houses of the time - these days known as 'Rare', a subsidary of Microsoft. At the time the majority of their work was for the Z80-based Sinclair Spectrum, so it's not suprising to see that Dingo is similarly Z80-based. The font used in Dingo is the same font used in their Spectrum game of the same year, Atic Atac, and the Copyright symbol displayed on screen is copied directly from the standard Spectrum font.


- STAFF -


Staff : Christopher Stamper, John Lathbury, Timothy Stamper, Carole Ward

$end

$info=dinorex,dinorexu,dinorexj,
$bio

Dino Rex (c) 11/1992 Taito.

Game ID : D39


Six selectable dinosaurs do battle for their caveman masters!


- TRIVIA -


This game runs on the Taito F2 hardware.


- STAFF -


Game designer : Project D-Rex

Planners & Directors : Senba Takatsuna, Kimura Chiho

Programmers : Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Shinma Takayuki

Special programmer : Ichiro Fujisue

Hard Ware : Kawamoto Toshihiko

Decorator : Takenami Toshiyuki

Sound director : Yasuko Yamada (Zuntata)

Sound composers : Hiroshige Tonomura (TONO) (Zuntata), V. Ohashi (Pinch Panchi)

Sound effects : V. Ohashi (Pinch Panchi), Yasuko Yamada (Zuntata)

Planning support : Tomita Takaaki, Abe Naomitsu, Tsuda Yousuke

Software support : Kuroki Naoya, Masaya Kinoshita, Tany, Yagi Chan

Bit pattern (Character) : Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Tsuda Youske

Bit pattern : Kikuchi Masami, Oh!No! Tomohiro, Miyazawa Takayuki, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi

Rastan 3 design by : Fujita Makoto

Title present by : Ishii Hide

Cast : Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30

Producers : Ogata Masaki, Ichiro Fujisue, Senba Takatsuna

$end

$info=dirtfoxj,
$bio

Dirtfox (c) 06/1989 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dirtfox - PCCB-00013) on 21/11/1989.


- STAFF -


Music composed by : Shinji Hosoe

$end

$info=otatidai,
$bio

Disco Mahjong - Otachidai no Okite (c) 01/1995 Sphinx.


A mahjong game with a nightclub theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Disco Mahjong - Law of the Stage'.

$end

$info=disco,discof,
$bio

Disco No.1 (c) 1982 Data East.

$end

$info=dotron,dotrone,dotrona,
$bio

Discs of Tron (c) 03/1983 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right.


Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie.


- UPDATES -


Upright version 1 :

* First release.


Environmental version :

* Additional PCB boards including sound, speech and light sequencer boards and relays.

* Different EPROM data for video & CPU.


Upright version 2 :

* Added points displaying for 'derezing a disc 2000' on the attract mode.

* Some changes on sound and input menu in Test mode.


- SERIES -


1. Tron (1982)

2. Discs of Tron (1983)


- STAFF -


Designed and Programmed by : Robert Dinnerman (Bob)

Game Art and Animation : Brian Colin

Concept art : Earl Vickers

Cabinet Design : George Gomez

Hardware : Atish Ghosh

Group Manager : Bill Adams


- PORTS -


* Consoles :

Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")


* Computers :

Commodore C64 (19??)

Amstrad CPC (1990, "Disc")

$end

$info=diverboy,
$bio

Diverboy (c) 1992 Electronic Devices.

$end

$info=djboy,
$bio

DJ Boy (c) 1989 Kaneko.


A funny roller-skating beat-em-up game. You must recover DJ's stolen boom box through five different neighborhoods. Collect the musical notes that appear from the defeated baddies to earn stars, which when accumulated, earn extra lives.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The game features the voice of American DJ 'Wolfman Jack' (real name : Robert Weston Smith) who died in 1995.


- SERIES -


1. DJ Boy (1989)

2. B.Rap Boys (1992)


- PORTS -


* Consoles :

Sega Megadrive (1990)

$end

$info=dorunrun,dorunru2,dorunruc,
$bio

Do! Run Run (c) 1984 Universal.


Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to your Mr. Do!. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at your poor little Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances.


Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way).


You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other Mr. Do! games).


- TRIVIA -


This game is known in Japan as "Super Pierrot".


Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it. As far as controls go, this game had a single 4-Way joystick mounted in the center of the control panel with a fire button on either side.


Do! Run Run ran on three Z80 processors, and actually shipped on an identical PCB to the one used for "Mr. Do's Wild Ride", simply swapping the program ROMs will allow you to convert either one of these into each other. Bootleggers also ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.


- UPDATES -


The maze graphics are slightly different than the Japanese version.


- TIPS AND TRICKS -


* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)


- PORTS -


* Computers :

Commodore Amiga (1990)

Atari ST

$end

$info=dockman,
$bio

Dock Man (c) 1982 Taito.


- TRIVIA -


This game is also known as "Port Man".

$end

$info=dodgem,
$bio

Dodgem (c) 1979 Zaccaria.

$end

$info=ddonpach,ddonpchj,
$bio

DoDonPachi (c) 1997 Atlus / Cave.

Game ID : ATC03D2


- TRIVIA -


Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns...


Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.


- SERIES -


1. DonPachi (1995)

2. DoDonPachi (1997)

3. DoDonPachi II - Bee Storm (2001)

4. DoDonpachi Dai-Ou-Jou (2002)


- PORTS -


* Consoles :

Sega Saturn (1997)

Sony PlayStation (1998)

$end

$info=ddp2,
$bio

DoDonPachi II - Bee Storm (c) 2001 IGS.


- SERIES -


1. DonPachi (1995)

2. DoDonPachi (1997)

3. DoDonPachi II - Bee Storm (2001)

4. DoDonpachi Dai-Ou-Jou (2002)

$end

$info=dogfight,
$bio

Dog Fight (c) 1983 Thunderbolt.

$end

$info=dogpatch,
$bio

Dog Patch (c) 09/1978 Midway.

Game ID : 644


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=dogfgtj,
$bio

Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen (c) 1984 Technos.

Game ID : TA-0011


- TRIVIA -


The subtitle of this game translates from Japanese as 'O'Hara's Cross in Irresponsible Distress'.


This game is known outside Japan as "Acrobatic Dog-Fight".


- STAFF -


R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara

$end

$info=dogosoke,dogosokj,
$bio

Dogosoken (c) 1986 SNK.


- TRIVIA -


The title of this game translates from Japanese as 'Angry Roar Sphere'.


This game is known outside Japan as "Victory Road".


- SERIES -


1. Ikari (1986)

2. Dogosoken (1986)

3. Ikari III - The Rescue (1989)


* Consoles :

Nintendo Famicom (1988, "Ikari 2 - Dogosoken")

$end

$info=dogyuun,
$bio

Dogyuun (c) 10/1992 Toaplan.

Game ID : TP-022


- TRIVIA -


Licensed to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia, to Atari Games for USA and to Taito corp. for Japan.


The title of this game translates from Japanese as "Bang!" (an onomatopeia for gunshot).


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Producer : Toshiaki Oota

Programmers : Hiroaki Furukawa, Toshiaki Oota, Tatsuya Uemura, Washimoto

Music composer : Tatsuya Uemura

Sound effects : Washimoto

Designers : Takaestu Iwabuchi, Miho Hayashi, Yuuko Takada, Anpanmanda, Saori Hiratsuka, Junya Inoue, Ikuo Matsumura, Kaneyo Oohira

$end

$info=dokaben,
$bio

Dokaben - Visual Card Game (c) 03/1989 Capcom.


A baseball game played using a deck of random cards.

Interesting design.


- TRIVIA -


Based on Mizushima Shinji's baseball manga 'Dokaben'.


- SERIES -


1. Dokaben - Visual Card Game (1989)

2. Dokaben 2

$end

$info=domino,
$bio

Domino Man (c) 12/1982 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 2 hardware.


The main character in the game (as well as the bartender in "Tapper" and one of the lumberjacks in "Timber") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.


- STAFF -


Designed by : Marvin Glass

Programmed by : Richard, Elaine Ditton

Graphics by : Scott Morrison

$end

$info=dominos,
$bio

Dominos (c) 01/1977 Atari.

Game ID : 007305


- TRIVIA -


A Dominos unit appears in the 1978 movie 'Jaws 2'.


- STAFF -


Designed and programmed by : Dennis Koble

Design and programming assistant : Chris Downend

$end

$info=dommy,
$bio

Dommy (c) 1983 Technos.

$end

$info=ddenlovr,
$bio

Don Den Lover Vol. 1 (c) 1996 Dynax.

Game ID : '113'

$end

$info=dondenmj,
$bio

Don Den Mahjong (c) 10/1986 Dyna Electronics.

Game ID : 03


A [BET] style mahjong game where the more you bet, the more the ladies strip.

Controlled with a mahjong control panel.

$end

$info=dondokod,dondokdu,dondokdj,
$bio

Don Doko Don (c) 07/1989 Taito.

Game ID : B95


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Don Doko Don - PCCB-00008) on 21/10/1989.


- TIPS AND TRICKS -


* Teddy Bear Cheat : In the demo mode during the attract mode (not the tutorial), press 3 times the attack button and a cute picture of a bear will appear in the left bottom of the screen.


- SERIES -


1. Don Doko Don (1989)

2. Don Doko Don 2 (1992, Nintendo NES)


- STAFF -


Producers : Seiji Kawakami, T. Matumoto, H. Sakoh

Software : Kazutomo Ishida, Masaya Kinoshita

Characters : Seiji Kawakami, Yukiwo Ishikawa, Yukio Abe (Y. Abechan), Minori Ishino, Kazuhiro Numata, Kohzoh Igarashi, Tetsuya Shinoda, V.A.P.

Sound (Zuntata) : Masahiko Takagi, Yasuko Yamada

Hardware : K. Fugimoto, Who Manchu

Designers : Hiroyasu Nagai, V.A.P.


- PORTS -


* Consoles :

NEC PC Engine (1990)

Nintendo Famicom (1990)

$end

$info=dkong,dkongo,dkongjp,dkongjo,dkongjo1,
$bio

Donkey Kong (c) 07/1981 Nintendo.


How high can you get? Donkey Kong has kidnapped Mario's girlfriend! In this action-packed rescue adventure, you move Mario the carpenter through incredible dangers to save her.


- TRIVIA -


Donkey Kong was the first game featuring objects to jump over. It was also the first multi-playfield game. 


Note : Mario isn't 'Mario' just yet; Donkey Kong features the hero 'Jumpman'. Mario received his final name just in time for "Donkey Kong Jr". Nintendo of America President Minoru Arakawa named Mario after the landlord of NOA's office building, Mario Segali. Mario's famous outfit is a result of early limitations on technology. There weren't enough pixels to animate Mario's hair, so he was given a hat. His overalls were made blue to distinguish them from his red sleeves. The Designer gave Mario a mustache to help distinguish were his nose ended and mouth began.


Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.


Donkey Kong machines came in one of four different cabinets. Two flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different gameplay. The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style sideart (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).


A Donkey Kong unit appears in the 1983 movie 'WarGames', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'.


MB (Milton Bradley) released a boardgame based on this video game (same name) in 1982 : Save the girl and avoid the barrels as the video game.


- UPDATES - 


Originally both the US and Japanese versions asked us 'How high can you try?'. This was quickly grammatically corrected to ask the familiar 'How high can you get?'.


The game does end, as it has a 'kill screen'!. The timer in level 22 expires so quickly, that the first stage cannot be completed.


A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).


The Japanese version has all 4 screens displayed in their original, logical order 1-2-3-4.

For the US version they changed it to match the 'How high can you try/get?' theme. With the screen order as follows :

L1 1-4

L2 1-3-4

L3 1-2-3-4. 

L4 1-2-1-3-4

L5 1-2-1-3-1-4

L6 through L21 all remain the same as L5

L22 1 (Kill screen).


- TIPS AND TRICKS - 


* Point Trick : Jumping near any dangerous object, with the control pointed left or right will gain 100 points. This can easily be exploited on the 'Rivet/Pyramid' stages (screen 4). Simply stand close to Donkey Kong (who can't move to harm you due to the girder on his head apparently), jump, and move the stick (while in mid-air). This will play off well for the first 3 levels, starting with level 4 the bonus timer drops quicker than you can jump.


* Bounce Back Tip : If you are standing at the very edge of a girder, you can jump off the edge of the screen, and be bounced right back up to where you were, by an invisible reflective border. This can possibly be used to your advantage, especially on the "Rivet/Pyramid" stages (screen 4), if you are about to be hit by a fireball, and have no other options, it can't hurt to try jumping off the edge. If you are lucky, it is possible that the fireball may have moved out of the way by the time you bounce back up there.


* High Hand Trick : On the 'Barrel' stages (screen 1), you can stay at the top of a ladder, by keeping your hand at the top of the girder above. Any rolled barrels will roll over your hand without coming down the ladder you are on, you can be still be hit by any barrels that Donkey Kong throws though.

** Note that this was fixed with the 'speed up kit' - it no longer works with "Donkey Kong" (US set1).


*Barrel Manipulation Tip : On the 'Barrel' stage (screen 1), if the joystick is pointed towards a ladder, any barrel above it will come down that ladder. Note that this is much more easily executed on levels 3 and above, than it is at the start of the game.


- SERIES -


1. Donkey Kong (1981)

2. Donkey Kong Junior (1982)

3. Donkey Kong 3 (1983)


- STAFF -


Designed by : Shigeru Miyamoto

Programmed by : Gunpei Yokoi

Music by : Hirokazu Tanaka


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1983)

Atari 7800 (1988)

Nintendo Game Boy (1994)

Nintendo Famicom

Nintendo Game Boy Advance (2004, Famicom Mini Series)


* Computers :

Commodore VIC20 (1983)

Atari 800 (1983)

Commodore C64 (1983)

Amstrad CPC (1986)

Sinclair ZX Spectrum ("Kong")

MSX


* Others :

VFD handheld game (1982) released by Coleco.

LCD handheld game (Game&Watch) released by Nintendo : Double screen

$end

$info=dkong3,dkong3j,dkong3b,
$bio

Donkey Kong 3 (c) 10/1983 Nintendo.


- TRIVIA -


A bootleg was made by Kazutome in 1984 on the "Donkey Kong Junior" hardware!


- SERIES -


1. Donkey Kong (1981)

2. Donkey Kong Junior (1982)

3. Donkey Kong 3 (1983)


- STAFF -


Designed and programmed by : Shigeru Miyamoto


- PORTS -


* Consoles :

Nintendo Famicom (1984)

$end

$info=dkongjrj,dkongjrm,dkongjrb,
$bio

Donkey Kong Jr. (c) 08/1982 Nintendo.


Save Your Papa! "Donkey Kong" is back. Only this time the vengeful Mario is holding DK prisoner. Luckily DK has a son, Junior, who will try to rescue Papa. To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings from vines, while avoiding the horrible Snap jaws.


- TRIVIA -


This game is also known as "Donkey Kong Junior".


The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'.


- UPDATES -


The Donkey Kong Jr. boards (Japan & "Moon Cresta" Hardware) allow you to enter a name up to twelve letters.

The Donkey Kong Junior boards (US) only allow you up to three letters.


On the bootleg version, the name on highscore table are different.


- TIPS AND TRICKS -


* Slow Down : This trick is not really usefull but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail’s pace until you release the joystick.


* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick.


- SERIES -


1. Donkey Kong (1981)

2. Donkey Kong Jr. (1982)

3. Donkey Kong 3 (1983)


- STAFF -


Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino

Music by : Hirokazu Tanaka


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1983)

Nintendo Famicom (1987)

Atari 7800 (1988)


* Computers :

Atari 800 (1983)


* Others :

LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc). It can't be played in the dark like the VFD games.

LCD tabletop game released by Nintendo (Game&Watch).

$end

$info=dkongjr,dkngjnrb,dkngjnrj,
$bio

Donkey Kong Junior (c) 08/1982 Nintendo.


Save Your Papa! "Donkey Kong" is back. Only this time the vengeful Mario is holding DK prisoner. Luckily DK has a son, Junior, who will try to rescue Papa. To free his dad, Junior must make his way through a dark and treacherous jungle. Racing against time, the little fellow climbs and swings from vines, while avoiding the horrible Snap jaws.


- TRIVIA -


This game is also known as "Donkey Kong Jr.".


The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'.


- UPDATES -


The Donkey Kong Jr. boards (Japan & "Moon Cresta" Hardware) allow you to enter a name up to twelve letters.

The Donkey Kong Junior boards (US) only allow you up to three letters.


- TIPS AND TRICKS -


* Slow Down : This trick is not really usefull but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail’s pace until you release the joystick.


* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick.


- SERIES -


1. Donkey Kong (1981)

2. Donkey Kong Junior (1982)

3. Donkey Kong 3 (1983)


- STAFF -


Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino.

Music by : Hirokazu Tanaka

$end

$info=donpachi,donpachk,donpachj,
$bio

DonPachi (c) 11/1995 Atlus / Cave.

Game ID : ATC01DP


- TRIVIA -


Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns...


- SERIES -


1. DonPachi (1995)

2. DoDonPachi (1997)

3. DoDonPachi II - Bee Storm (2001)

4. DoDonpachi Dai-Ou-Jou (2002)


- STAFF -


Producer : Kenichi Takano

Programmers : Tuneki Ikeda, T. Tomizawa, H. Uchida, Ryuichi Yabuki

Graphic designers : A. Aburatani, K. Asaba, J. Fujisaku, R. Nitta, Naoki Ogihara

Sound : Ryuichi Yabuki


- PORTS -


* Consoles :

Sony PlayStation (1996)

Sega Saturn (1996)

$end

$info=dorachan,
$bio

Dorachan (c) 1980 Craul Denshi.

$end

$info=dorodon,dorodon2,
$bio

Dorodon (c) 1982 Falcon.


- PORTS -


* Computers :

MSX (1984)

$end

$info=dotrikun,dotriku2,
$bio

Dottori Kun (c) 1990 Sega.


- TRIVIA -


This is a game that Sega used to test the hardware, it was developing during the late 1980s through the early 1990s. It's a very small board (about 10cm x 10cm). It was never fully developed or intended to be released to the public.


- UPDATES -


There is a new version and an old version. The old version has a white background and all sprites are in black, the new version reverses that.

$end

$info=dblaxle,
$bio

Double Axle (c) 09/1991 Taito.

Game ID : C78


Monster Truck racing game.


- TRIVIA -


This game is known in Japan as "Power Wheels".


This game runs on the Taito Z System hardware.

$end

$info=dcheese,
$bio

Double Cheese (c) 1993 HAR.

$end

$info=ddragon,ddragonb,ddragonu,ddragonw,
$bio

Double Dragon (c) 08/1987 Technos.

Game ID : TA-0021


The defining beat-'em-up, featuring Billy and Jimmy Lee as they beat through gang members in order to save Marion from the machinegun-toting Shadow Boss!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Taito for manufacture and distribution in America and Europe (07/1987).


One of the most infamous arcade titles of the mid-1980's, Double Dragon popularized a new genre of action games known as the 'side-scrolling beat-em up'. The game was such a huge hit, that when the home version finally came out, the game box advertised, 'You'll never have to stand in line to play Double Dragon again!'


The game was originaly designed as a Nekketsu Kouha Kunio-kun sequel using the localized version ("Renegade") as a basis. On Stage 1, on the wall, above the second ladder of the stage, is a red billboard that says 'Kunio-kun' with a man in white. This is a reference to a character from Technos' Kunio-kun franchise games such as "Nekketsu Kouha Kunio-kun" (US "Renegade"), "Nekketsu Koukou Dodgeball-bu" (US "Super Dodge Ball") and the NES classic "Downtown Nekketsu Monogatari" (US "River City Ransom").


The character names are loosely derived from the Bruce Lee film, 'Enter the Dragon'.


Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY1026) in cassette format on 02/1988.


A Double Dragon unit appears in the 1994 movie 'Double Dragon'.


Tiger Electronics released a boardgame based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory.


Comic Book : During the latter half of 1991, Marvel Comics published a six-issue limited series (22 pages each) based on Double Dragon. This was the first of several Double Dragon tie-ins produced in the US under license by Tradewest. Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich during the last two issues. In the comic, Billy and Jimmy were the inheritor of a supernatural force known as the 'Dragon Force' and the first twins to share this power. Their main adversary in the comic was a demonic mob boss named Nightfall, who was previously a close friend of their parents and was responsible for their mother's death. The comic also featured Marian as a policewoman, a role she would later take in Super Double Dragon, as well as in the cartoon series. The most humorous or saddest aspect of the comic book, depending on how you look at it, was the introduction of Billy and Jimmy's long-lost father, a character by the name of Stan who bears the likeness of Stan Lee, although Stan's full name is never mentioned in the comic.


Cartoon : The Double Dragon cartoon was produced by DiC Entertainment and ran for 26 half-hour episodes between 1993 and 1995. The premise of the show had the Lee brothers separated at birth, with Billy being raised by a wiseman known as the Eldest Dragon. In contrast, his brother Jimmy was raised by the evil Shadow Master to become his right-hand man. As a result, the Lee brothers met each other as adversaries after being reunited as adults. However, by the end of the second episode, Jimmy is betrayed by the Shadow Master, which leads the brothers to set aside their difference and fight against the greater evil. The Lee brothers made use of magical swords which contained special powers and added ridiculous-looking dragon masks to the brothers' outfit. During the course of the series, the brothers recruited allies in their war agasint the Shadow Master. The voice of Billy and Jimmy were provided by Michael Donovan and Scott McNeil respectively.


Live-Action Movie : In 1994, a live-action Double Dragon movie was produced starring Mark Dacascos as Jimmy Lee and Scott Wolf as Billy Lee. It was directed by James Yukich and written by the team of Paul Dini (of Batman - The Animated Series and others) and Neal Shusterman.


- UPDATES -


The original Japanese version by Technos has a different storyline than the one used by Taito in the international version.


- TIPS AND TRICKS -


* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now batless enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the batless one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.


* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.


* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.


* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!


* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.


* At the very end and the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed of a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.


- SERIES -


1. Double Dragon (1987)

2. Double Dragon II - The Revenge (1988)

3. Double Dragon 3 - The Rosetta Stone (1991)

4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)


- STAFF -


Director & Producer : Yoshi Kishi

Programmers : Hiroshi Satoh, Tomoyasu Koga, Naritaka Nishimura, Hideshi Kaneda

Animation : Koji Ogata

Character designer : Koji Kai

BGM : Kazunaka Yamane

SFX : Kenichi Mori

Art staff : Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto

Director & Game designer : Shinichi Saitou


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sega Master System (1988)

Atari 2600 (1989)

Nintendo Game Boy (1989)

Sega Mega Drive (1992)

Atari Lynx (1993)

Nintendo Game Boy Advance (2003)

Atari 7800


* Computers :

Commodore C64 (1988)

Amstrad CPC (1989)

PC [MS-DOS, 5.25''] (1988)

Sinclair ZX Spectrum (1989)

Atari ST (1989)

Commodore Amiga (1989)


* Others :

LCD handheld game (1989) released by Tiger Electronics : You have 3 lives to save Marian in 4 missions of increasing difficulty.

$end

$info=doubledr,
$bio

Double Dragon (c) 02/1995 Technos.

Game ID : 0082


Ten Double Dragon alumni, including the inflatable Abobo, do battle with each other to earn the right to face Shuko, the end boss. Lots of things to destroy in the background!


- TRIVIA -


Double Dragon was Technos' first game for the SNK Neo-Geo MVS hardware. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games.


The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's multi-hit rush combo super move (Forward Dragon Punch motion + two buttons) as a single hit! :P. The original Double Dragon title can be seen in the large white boat on Cheng Fu's stage!


The weirdest fact about this game is that some characters have changed WAY too much from their original concepts, this applies to two characters in particular : One of these is Marian (the famed damsel in distress in the series) is now one of the deadliest fighters in the game; the other one being Duke, the original game's final boss has apparently decided to play fair by ditching the machine gun & his beard and has become quite a powerful martial artist (not to mention that he looks a lot younger in this game).


- TIPS AND TRICKS -


* Play As Duke / As King Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for *3* seconds each. If done correctly you will hear the word hear 'Bingo!'.


* Alternate Costume Colors : Press B, C or D when selecting a fighter.


- STAFF -


Aoni production : Yasuaki Sumi

Programmers : Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto

Graphic designers : Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Oonishi, Kazutaka Oohashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Koji Yamada, Hideki Hoshiya

Planners : Muneki Ebinuma, Minoru Yamaguchi

Sound program & Tools : Robert C. Ashworth

Sound effects : Taku

Composers : Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumiko Suzuki

Guitar : Osamu Sakai

Genic : Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesawa

Espo Corp. : Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura

Madhouse : Yoji Takae

Illustration : Tusguyuki Kubo

J.C. Staff : Tomoko Kawasaki, Eiichi Endou, Nobuko Ogino

Leader : Kazuyuki Kurata

Boss : Kunio Taki


* CAST :

Billy : Hikaru Midorikawa

Jimmy : Kaneto Shiozawa

Marian : Yuka Koyama

Abobo : Daisuke Gouri

Amon : Kaneto Shiozawa

Eddie : Yukimasa Kishino

Rebecca : Keiko Han

Dalton : Yusaku Yura

Cheng-Fu : Hisao Egawa

Burnov : Daisuke Gouri

Duke : Hisao Egawa

Shuko : Osamu Saka

Narration : Miyako Endou


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

Sony PlayStation (1995)

$end

$info=ddragon3,ddrago3b,
$bio

Double Dragon 3 - The Rosetta Stone (c) 01/1991 Technos.

Game ID : TA-0030


A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test they agree to meet the challenge. So they embark on a world quest to meet up with new allies & to claim the Rosseta Stones from the meanest fighters ever, in order to meet up with this new enemy in this strange chapter in the Double Dragon saga.


- TRIVIA -


The game features some unique extras that are quite rare in similar games of the beat-em up genre : Backup Fighters : In the stores is possible to recruit new fighters with different fighting styles to aid the Lee brothers. Stores do not accept virtual money, so you must insert coins to purchase goodies! (Great idea or ultimate ripoff? You decide...)


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991.


- SERIES -


1. Double Dragon (1987)

2. Double Dragon II - The Revenge (1988)

3. Double Dragon 3 - The Rosetta Stone (1991)

4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)


- STAFF -


Programmers : N. Takioka, E. Ogura, Y. Katsumata

Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino

Audio : A. Inoue, T. Nozaki


- PORTS -


* Consoles :

Nintendo Famicom (1990)

Sega Mega Drive (1992)

Nintendo Game Boy


* Computers :

Commodore C64 (1991)

PC-Compatible [MS-DOS, 5.25'' / 3.5''] (1991)

Atari ST (1991)

Commodore Amiga (1991)

Amstrad CPC (1991)

Sinclair ZX Spectrum (1992)


* Others :

LCD handheld game (1991) released by Tiger Electronics.

$end

$info=ddragon2,ddragn2u,
$bio

Double Dragon II - The Revenge (c) 1988 Technos.

Game ID : TA-0026


This time, the Shadow Boss kills Marion as an act of revenge, but this doesn't stop Billy and Jimmy from their mission of defeating the Shadow Boss once and for all! The Lee brothers learn a new spin kick move, too!


- TRIVIA -


Licensed to Romstar for US distribution (01/1989).


The yelling sound heard when a coin is inserted comes from Kung-Fu Master.


Unlike the original Double Dragon, the controller configurations for part two were changed from standard punch and kick buttons to the more awkward left attack and right attack buttons (much like Renegade). While Double Dragon II was relatively successful, it never quite drew the crowds of the original.


- SERIES -


1. Double Dragon (1987)

2. Double Dragon II - The Revenge (1988)

3. Double Dragon 3 - The Rosetta Stone (1991)

4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Mega Drive (1991)

Nintendo Game Boy


* Computers :

Atari ST (1989)

Amstrad CPC (1989)

Sinclair ZX Spectrum (1989)

Commodore Amiga (1989)

Commodore C64 (1989)

PC [MS-DOS, 5.25''] (1989)


* Others :

LCD handheld game (19??) released by Tiger Electronics.

$end

$info=ddribble,
$bio

Double Dribble - The Ultimate Basketball Game (c) 01/1987 Konami.

Game ID : GX690


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game was Konami's second basketball game, the first is "Super Basketball".


Double Dribble was the first video game to have the USA's national anthem be sung in its entirety.


- SERIES -


1. Double Dribble - The Ultimate Basketball Game (1987)

2. Double Dribble - The Playoff Edition (1994, Sega Mega Drive)


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Nintendo Game Boy


* Computers :

Commodore C64 (1990)

Commodore Amiga (1990)

PC [MS-DOS, 3.5'' / 5.25''] (1990)


* Others :

LCD handheld game (1989)

$end

$info=dbldyn,
$bio

The Double Dynamites (c) 1989 Seibu Kaihatsu.


A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!


- TRIVIA -


Licensed to Fabtek for US distribution.


The Double Dynamites is also known as "Dynamite Duke".


This game was released in memory of 'Hironori Watsuo'.


- UPDATES -


This is a two-player simultaenous version of Dynamite Duke.


- STAFF -


Directed by : Hitoshi Hamada

Executive producer : Kengo Kondo

Assistant director & Editor : Kohki Yamate

Chief programmer : Tetsuya Kawaguchi

Music composed by : Akira Satoh

Sound effects : Hitoshi Hamada

Art director : Masao Matsuzawa

Set decorator : Takahide Wada

Special 'Boss' effects created by : Showichi Yano.

Special 'Zombies' effects created by : Hirdaki Ohtake

Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa

Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki

The original story written by : Takahide Wada

Best Boy : Sue-San

Special animation coordinator : Suichi Mori

Special visual effects superviser : Takumi Takano

Technical consultant & Hardware designer : Yukinojoe Segawa

$end

$info=dplay,
$bio

Double Play (c) 04/1977 Midway.

Game ID : 619


- TRIVIA -


This game is also known as "Extra Inning".


- SERIES -


1. Tornado Baseball (1976)

2. Double Play (1977)

3. Extra Bases (1980)

$end

$info=dblpoint,
$bio

Double Point (c) 1995 Dong Bang Electron.

$end

$info=dblewing,
$bio

Double Wings (c) 1993 Data East.

$end

$info=downtown,downtowp,
$bio

DownTown (c) 08/1989 Seta.

Game ID : UD-2


Overhead beat-'em-up. Save the city from the evil criminals and their morbidly obese enforcers!


- TRIVIA -


Licensed to Romstar for US distribution.

Also licensed to Taito.


- STAFF -


Produced by : Jun Fujimoto

Game designers : Team "Tam Chan", Jun Fujimoto, K1 Nakanishi, Kumulin Asako, Kasazy Miyuki

Game programmer : K1 Nakanishi

Character designers : Asako Kumura, Miyuki Kasajima

Help character designer : Tomokazu Sunaga

Scroll & Map designer : Asako Kumura

Attribute data : Blue

Music by Goblin Sound.

Featuring : Zero Yotsumoto

Sound effects : Natsu System

PCM16 music system : Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari

Board design : Keiji Ishikawa

$end

$info=sparkz,
$bio

Dr Sparkz Lab (c) 1992 Atari Games.


A cross between "Tetris" and "Pipe Dream".


- TRIVIA -


 It's a very rare prototype, there are only 2 or 3 in existence. The concept was just a little too hard for a mass market. It would make a great game, but Atari never decided to do anything with it. Its earnings in an arcade test just weren't high enough to justify production.


- STAFF -


Project leader : Kelly Turner

Programmers : Matt Setzer, Kelly Turner, Norm Avellar

Graphics : Mark Pierce

Engineer : Brian T. McKee

Additional designers : Kelly Turner, Mark Pierce

Technician : Glen McNamara

Audio : Brad Fuller

Product manager : Linda Adam

Team leader : John Ray

$end

$info=drmicro,
$bio

Dr. Micro (c) 1983 Sanritsu.

$end

$info=drtoppel,drtopplu,
$bio

Dr. Toppel's Adventure (c) 1987 Taito.

Game ID : B19


- TRIVIA -


This game is known in Japan as "Dr. Toppel's Tankentai".


This game runs on "The New Zealand Story" hardware.


- STAFF -


Directed by : K. Sanbe

Written by : Sakai

Production supervisor : M. Sakaguchi

Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi

Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust

Graphic editors : H. Saigusa, H. Haruna

Supervising sound editor : H. Ogura, H. Matsubara, H. Maekawa, S. Aizawa

Game designer : H. Onijust

$end

$info=drtopplj,
$bio

Dr. Toppel's Tankentai (c) 1987 Taito.

Game ID : B19


- TRIVIA -


The title of this game translates from Japanese as "Dr. Toppel's Exploration Party".


This game is known outside Japan as "Dr. Toppel's Adventure".


This game runs on "The New Zealand Story" hardware.


- STAFF -


Directed by : K. Sanbe

Written by : Sakai

Production supervisor : M. Sakaguchi

Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi

Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust

Graphic editors : H. Saigusa, H. Haruna

Supervising sound editor : H. Ogura, H. Matsubara, H. Maekawa, S. Aizawa

Game designer : H. Onijust

$end

$info=dragrace,
$bio

Drag Race (c) 06/1977 Atari.

Game ID : 008505-008521


- STAFF -


Designed and programmed by : Mike Albaugh

$end

$info=dbz,
$bio

Dragon Ball Z (c) 1993 Banpresto.

Game ID : BP924-1


Based on the famous manga works by Akira Toriyama, this game enables you to play as many of the famous characters seen in the show. Too bad that's the only highlight in the game folks since only true fans are likely to enjoy the game!


- TRIVIA -


This game runs on a "Xexex" based hardware.


- SERIES -


1. Dragon Ball Z (1993)

2. Dragon Ball Z 2 - Super Battle (1994)


- STAFF -


Character designer : Akira Toriyama

Game designer, Director : Takayoshi Nakazato

Character designer : Hidetoshi Ohmori, Masaya Suzuki, Makoto Furuta, H.

Character digitize : Satoshi Fudaba, Hiroshi Matsuyama, Akemi Nagay

Background designer : Tomoyo Tanaka

Background digitize : Takayoshi Nakazato

Programmer : Hyoji Shinohara

Sound programmer : Hitoshi Ohori

Music composed by : Yoshiko Yamaguchi

Assistants : Togo Narita, Mayumi Fudaba, Michie Narita, Ryo Shimamura, T

Debuggers : Yoshimasa Yamada, Jisaku Hamada, Setsuko Inagaki, Noriko Kita

Producer : Shinji Hashimoto

Assistant producers : Hideki Ikinaga, Toshifumi Kawashima

Executive producer : Kisaburo Higashi

$end

$info=dbz2,
$bio

Dragon Ball Z 2 - Super Battle (c) 1994 Banpresto.


Ten characters from the popular anime/manga series do battle on land and in the sky. The game is just as boring as the anime!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on a "Xexex" based hardware.


- SERIES -


1. Dragon Ball Z (1993)

2. Dragon Ball Z 2 - Super Battle (1994)

$end

$info=dbzvrvs,
$bio

Dragon Ball Z V.R.V.S. (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=dragnblz,
$bio

Dragon Blaze (c) 2000 Psikyo.


In a distant land, four brave dragonriders must make use of every trick in the book to survive wave after wave of powerful monsters and hulking bosses in this Psikyo shooter masterpiece. Features some truly beautiful graphics & sound, excellent control that features some interesting gameplay mechanics and tons of challenge.

Controlled with an 8-way joystick and three buttons.


- TIPS AND TRICKS -


* Maintenance Code :

9-2-2-2-0 Maintenance Mode.

9-2-2-1-0 All Data Erased.

1-2-3-4-5 Reset Scores.

$end

$info=drgnbowl,
$bio

Dragon Bowl (c) 1993 Nics.

$end

$info=dbreed,
$bio

Dragon Breed (c) 06/1989 Irem.


Demonic creatures are causing trouble in another world. A brave warrior must release a legendary dragon from its rock prison and join foces with it in order to save his land. Features some pretty good graphics & sound and unique gameplay elements since you can dismount from your dragon at anytime in order to deal with some tricky spots! In this challenging game, dragons are man's best friend!


- TRIVIA -


The game borrows quite a few game design elements from Irem's "R-type" classic shooter series!


This game runs on the Irem M-81 system hardware and was only sold as a conversion kit, although many distributors would pre-install these kits in generic cabinets, and sell them to the public that way. This is a JAMMA compatible title, so any JAMMA cabinet could be a proper Dragon Breed cabinet. The control panel to this title has a single 8-Way joystick, with fire and jump buttons on either side of it (so you can play either left or right handed). The marquee for this title is a highly detailed scene of a knight riding a green dragon, while being attacked by what appears to be a group of carnivorous fish. Although you may encounter this title in a cocktail cabinet (as the circuit board supports the screen flip for the second player), there were no specific graphics made for a cocktail cabinet (So the game will appear either unmarked, or perhaps with a few of the graphics from the upright kit jury rigged into place).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Breed - PCCB-00006) on 21/10/1989.


- PORTS -


* Computers :

Commodore Amiga (1989)

Atari ST (1989)

Amstrad CPC (1989)

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)

Amstrad CPC (1991)

$end

$info=drgnbstr,
$bio

Dragon Buster (c) 1984 Namco.


- TRIVIA -


This game runs on the "Pac-Land" hardware.


Dragon buster is the first game from Namco to include a life-bar system.


Namco released a boardgame based on this game (same name) in 1985 (in Japan only): You roll the dice to move around the board and complete quests. The game includes a variety of event cards, charts for randomizing events and encounters,counters for monsters and items and such. The goal of this game is to kill the dragon and rescue the princess.


- SERIES -


1. Dragon Buster (1985)

2. Dragon Buster II - Yami no Fuuin (1989, Nintendo Famicom)


- STAFF -


Music by : Yuriko Keino


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Sony PlayStation (1996, "Namco Museum Vol.2")


* Computers :

FM-77AV (1987)

Sharp X68000 (1993)

MSX2

$end

$info=drgnmst,
$bio

Dragon Master (c) 1994 Unico Electronics.


Eight selectable characters battle each other.


- STAFF -


Program part : No Young Ho, Oh Se Bong

Scenario part : Na Jong Yong, Oh Se Woo

Graphic part : Oh Hyun Sook, Lee Ok Ryea, Kim Eun Sook

Hardware part : Hong Seog Gil, Lee Chang Bum

Music & Sound : Suk Youn Joo

Director : Nam Nam Ki

$end

$info=drgpunch,
$bio

Dragon Punch (c) 07/1989 LOG.

Game ID : 24


- TRIVIA -


Licensed to and adapted by Dynax.


This game is known outside Japan as "Sports Match".


- UPDATES -


Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.


Dragon Punch uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.

$end

$info=dsaber,
$bio

Dragon Saber (c) 12/1990 Namco.


- TRIVIA -


This game is known in Japan as "Dragon Saber - After Story of Dragon Spirit".


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991.


- TIPS AND TRICKS -


* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button.


- SERIES -


1. Dragon Spirit (1987)

2. Dragon Saber (1990)


- STAFF -


Producers : Asinaga Bucho, Yoko Boss

Game designers : T. Negi, O!Sugi

Programmers : "All or not" Nishimaki, "Shiohigaler" Ito

Sound : Shinji Hosoe

Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara


- PORTS -


* Consoles :

NEC PC Engine (1991)

Sony PlayStation (1998, "Namco Museum Encore")

$end

$info=dsaberj,
$bio

Dragon Saber - After Story of Dragon Spirit (c) 1990 Namco.


- TRIVIA -


This game is known outside Japan as "Dragon Saber".


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991.


- TIPS AND TRICKS -


* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button.


- SERIES -


1. Dragon Spirit (1987)

2. Dragon Saber - After Story of Dragon Spirit (1990)


- STAFF -


Producers : Asinaga Bucho, Yoko Boss

Game designers : T. Negi, O!Sugi

Programmers : "All or not" Nishimaki, "Shiohigaler" Ito

Sound : Shinji Hosoe

Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara


- PORTS -


* Consoles :

NEC PC Engine (1991)

$end

$info=dspirit,dspirito,
$bio

Dragon Spirit (c) 06/1987 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.


- UPDATES -


NEW VERSION :

* Titlescreen 'Level Select Code' added (See 'Tips And Tricks' section for more info).


- TIPS AND TRICKS -


* Level Select Code (works on the New version only) : Insert a coin, hold Down on the joystick and press Start. You can now choose your start level.


- SERIES -


1. Dragon Spirit (1987)

2. Dragon Saber (1990)


- STAFF -


Character designer : Macchan

Monster designer : Tatsuya

Graphic designer : Arakawa Da!

Music composer : Shinji Hosoe

Game programmer : Kyota

Technical support : Fresh Yama Take & Har Ware Engineer Staff, Devil Nakamura, Sexy Akina

Game designer : Ojisan Trio Plus 1

Director : Yoko Boss

Special guest : Takky Takahashi

Management : Uncle Ashinaga


- PORTS -


* Consoles :

NEC PC Engine (1988)

Sony PlayStation (1997, "Namco Museum Vol.5")

Nintendo Famicom


* Computers :

Sharp X68000 (1988)

Amstrad CPC (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Commodore Amiga (1989)


* Others :

LCD handheld game (1987) released by Namco.

$end

$info=drgnunit,
$bio

Dragon Unit (c) 06/1989 Seta.


- TRIVIA -


Licensed to Athena for Japan Manufacture, to Taito for Japan and US distribution and to Romstar for USA distribution


This game is also known as "Castle of Dragon".


- STAFF -


Producer : Sakae Nakamura

Game Director : Crazy Tom

Game Designer : Minoru Esaki

Composer : Shotaro Sasaki

Manupilater : Kouichi Ishibashi

Map designer : Yoshie Ishiyama

Extra debuger : Undead Tamai, Zensack Yamamura

Programmer : Tom_boy

Animator : Super Esaki

Sound Mixer : Enjoy Sasaki

Hardware Service : Drunkard Nonaka

$end

$info=drgw3,drgw3k,
$bio

Dragon World 3 (c) 1998 IGS.


- SERIES -


1. Dragon World

2. Dragon World II (1997)

3. Dragon World 3 (1999)

4. Dragon World 3 Special (2000)

5. Dragon World 2001 (2001)

$end

$info=drgw2,
$bio

Dragon World II (c) 1997 IGS.


A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.


- TRIVIA -


This game is known in China as "Zhong Guo Long 2" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').


This game runs on the IGS PGM hardware.


- SERIES -


1. Dragon World

2. Dragon World II (1997)

3. Dragon World 3 (1999)

4. Dragon World 3 Special (2000)

5. Dragon World 2001 (2001)


- STAFF -


Executive producer : Ming-Der Tsai

Director : Zhohg-Zen Gao

Software : Fred Liao, Ejiro Rii

Hardware : Franklin Wu

Music & S.E : Eddie Yao

Art conductor : Shih-Chlang Wu

Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin

Animation : Pon-Pon Peng

Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang

$end

$info=dlair,
$bio

Dragon's Lair (c) 06/1983 Cinematronics.


The player controls the action of Dirk the Daring on his quest through an enchanted castle. Quick reflexes and clear thinking are vital for Dirk's survival. Features sumptuous animation and stunted gameplay.


- TRIVIA -


Licensed to Atari for European distribution and to Sidam for Italian distribution.


Dragon's Lair was one of the first game to uses of the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.


The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.


Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.


Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.


There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.


- UPDATES -


* Rev. A : use the Pioneer PR-7820 only, Five Chip set.

* Rev. B : use the Pioneer PR-7820 only, Five Chip set.

* Rev. C : use the Pioneer PR-7820 only, Five Chip set.

* Rev. D : use the Pioneer PR-7820 only, Five Chip set.

* Rev. E : used the Pioneer LD-V1000 only, Four Chip set.

* Rev. F : use either players, Four Chip set.

* Rev. F2 : use either players, Four Chip set.


- TIPS AND TRICKS -


* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick Upleft and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.


- SERIES -


1. Dragon's Lair (1983)

2. Dragon's Lair II - Time Warp


- PORTS -


* Consoles :

Colecovision (1984)

Nintendo Famicom (1990)

Nintendo Game Boy (1990)

Nintendo Super NES (1992)

3DO (1993)

Sega Mega-CD (1993)

Phillips CD-i (1994)

Atari Jaguar [CD] (1995)

Game Boy Color (2000)

Playstation 2 (2000)

Microsoft Xbox (2001)


* Computers :

Commodore C64 (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")

Sinclair ZX Spectrum (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")

Amstrad CPC (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")

Commodore Amiga [3.5''] (1988)

Atari ST [3.5''] (1988)

MAC [3.5''] (1988)

PC [3.5'' / 5.25''] (1990, "Dragon's Lair")

PC [3.5'' / 5.25''] (1991, "Dragon's Lair - Escape from Singe's Castle")

PC [CD-ROM] (1995)

PC [DVD-ROM] (1997)

PC [CD-ROM] (1997, "Dragon's Lair Deluxe Pack")

PC [CD-ROM] (2001, "Arcade Authentic Version")


* Others :

DVD-Video (1998)

DVD-Video [PS2 & Xbox Compatible] (2002, "Dragon's Lair 20th Anniversary Special Edition")

$end

$info=dragngun,
$bio

Dragongun - Firebrand, Gun of the Ark-Magi (c) 1993 Data East.

Game ID : MAR


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Gun : Data East Gamadelic - PCCB-00117) on 19/03/1993.

$end

$info=drgninja,
$bio

Dragonninja (c) 1988 Data East.


The 'Bad Dudes' are government agents who fight against the 'Dragonninja' in order to save the President of the USA in this intuitive beat-'em-up.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in US as "Bad Dudes vs. Dragonninja".


The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around!


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- STAFF -


Planner : Makoto Kikuchi

Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi

Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi

Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)


- PORTS -


* Computers :

Amstrad CPC (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

$end

$info=dragoona,dragoonj,
$bio

Dragoon Might (c) 1995 Konami.

Game ID : GX417


12 selectable characters fight each other in a single tournament or a three vs three team battle. This game features weapons zoom and big stage.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Konami GX hardware.


King records released a limited-edition soundtrack album for this game (Dragoon Might Original Game Soundtrack - KICA-7691) on 24/01/1996.


- STAFF -


Software designers : Garam, Tomoaki Yoshinobu, N-Man, Aki.T, Takeaki Hasegawa, Oolong-T

Character designers : Asadon, Taro Maru, Kanban Musume, New Snack Z, Acky 4, MZD-Takepon, MZD-Moocho, 473, T. Matsumoto, Takahiro-Z, Kihatchy, Ikuya Nakamura, MZD-Nick Boss, MZD-Mommy, Wackachan, Michukun

Sound designers : Ary, Kage

Hardware designer : V Kobe Yzz

Product designer : Kazushi Iwashita

Directors : Asadon, Tomohiro Ishimoto

Producer : Masahiro Inoue

$end

$info=drakton,
$bio

Drakton (c) 1985 Epos.

$end

$info=keithlcy,
$bio

Dramatic Adventure Quiz Keith & Lucy (c) 1993 Visco.

$end

$info=dremshpr,
$bio

Dream Shopper (c) 1982 Sanritsu.

$end

$info=dsoccr94,dsccr94j,
$bio

Dream Soccer '94 (c) 1994 Irem.


- TRIVIA -


Licensed to Data East outside Japan.


This game runs on the Irem M-107 system hardware (The Japanese version run on the M-92G system hardware).


- STAFF -


Game designer : G.M.C. Nya

Graphic designers : M. Kawai, K. Iwasaki, S. Otani, K. Ogawa, Ken.Kui, J. Adachi, Nakano!

Programmers : M. Niga, S. Hamada, T. Yokota, Y. Nakatsuka

Sound : R. Hirashima, K. Okamoto

Data East bug Tori-S : Zou6, Debari Sushi.

$end

$info=dribling,driblino,
$bio

Dribbling (c) 1983 Model Racing.


- TRIVIA -


Also licensed to Olympia.

$end

$info=driftout,
$bio

Drift Out (c) 10/1991 Visco.


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


A bootleg of this game is known as "Drive Out".


- SERIES -


1. Drift Out (1991)

2. Drift Out '94 - The Hard Order (1994)

3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)

3. Neo Drift Out - New Technology (1996)


- STAFF -


Producer : Tetsuo Akiyama

Director : Don Gabacho

Assistant director : Keisuke Usami

Programmers : Nadu.S, Tera.Bat, Koizumi Pharmacy

Character designers : Tel.Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi

Sound : Mr. Fukumori, Space Creative

$end

$info=drifto94,
$bio

Drift Out '94 - The Hard Order (c) 1994 Visco.


- SERIES -


1. Drift Out (1991)

2. Drift Out '94 - The Hard Order (1994)

3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)

3. Neo Drift Out - New Technology (1996)


- STAFF -


Producer : Tetsuo Akiyama

Directior : Don Gabacyo

Assistance : Yasuhisa Itoi

Programmers : Basser Teramachi, N. Matsudaira., Ueshima, Katsumi Kikumasa

Cargraphics 3D-CG designer : Hideki Tajima

Cargraphics production designer : Yasu.MK2

Background designers : H. Maehara, Inurou, Sailor Nabe, Chido., Nobuo. W

Sound music : Opus Corp, J. Enoki

Cooperation : Mitsubishi Motors, Ralli Art, Rally XPress, Rover, Subaru, Toyota, Volswagen Audi Nippon KK

$end

$info=driveout,
$bio

Drive Out (c) 1991.


- TRIVIA -


This game is a bootleg of "Drift Out".

$end

$info=drivedge,
$bio

Driver's Edge (c) 1994 Strata / Incredible Technologies.

$end

$info=drivfrcp,drivfrcg,drivfrcb,
$bio

Driving Force (c) 1984 Shinkai.


Prepare To Race!


- TRIVIA -


Licensed to Magic Electronics.


A bootleg was released in 1985 by Elsys Software.

$end

$info=dualaslt,
$bio

Dual Assault (c) 1984 Data East.


- TRIVIA -


This game is known outside US as "Liberation".


- STAFF -


I. Fushiki, D. Kohama, Y. Ohba, K. Nishikawa

$end

$info=dumpmtmt,
$bio

Dump Matsumoto (c) 1986 Sega.


- TRIVIA -


This game is known outside Japan as "Body Slam".


This game runs on a Sega Pre-System 16 hardware.

$end

$info=dungeonm,dungenmu,
$bio

Dungeon Magic (c) 02/1994 Taito.

Game ID : D69


Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat-'em-ups.


- TRIVIA -


This game is known in Japan as "Lightbringer".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994.


- STAFF -


Project leader : Keppel Maekawa

Game designers : Keppel Maekawa, Turtle Mizukami, Mucha

Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa

Character designer : Kawamoyan

Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto

All music and Sound Effects : Nakayama Jyotohei (Zuntata)

Music Sound Effects director : Hisayoshi Ogura (Zuntata)

Instructions : Naoto Hashizume

Image illustration : Kouichirou Yonemura

Hardware works : Hironobu Suzuki, Katumi Kaneoka

$end

$info=ddsom,ddsoma,ddsomjr1,ddsomj,ddsomu,ddsomr1,ddsomur1,
$bio

Dungeons & Dragons - Shadow Over Mystara (c) 02/1996 Capcom.

Game ID : CP-S II No. 14


Six characters straight out of the Dungeons and Dragons Player's Manual take up arms in order to rid the kingdom of the evil sorceress Syn and her droves of annoying little Kobolds.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


The game is based on the famous RPG system 'Dungeons & Dragons'.


- UPDATES -


REVISION 1 :

* Software version : '960209' ('960206' for the Japanese release).


REVISION 2 :

* Software version : '960619'.

* Name BUG corrected (see 'Tips And Tricks' section for more info).


- TIPS AND TRICKS -


* BUG : Very beneficial trick in some cases but leads to lockups. Chose a character with a 6-character name (Blue Dwarf and possibly 2 others). Press the name button and then erase it and start pressing buttons to put your own letters in. The timer to enter your name will reset as long as you are pressing buttons to enter letters. What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory. Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc... The character info on screen is all garbled. Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver. The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory. Try using about 110 'M's for a name. This glitch was removed with the later revision.


- SERIES -


1. Dungeons & Dragons - Tower of Doom (1994)

2. Dungeons & Dragons - Shadow Over Mystara (1996)


- STAFF -


Planners : Kenkun Kataoka, Malachie

Character designer : Kinu. Nishimura

Object designers : "S" is a Criminal, H. Minobe, Shinya.M, Dway Nishimura, Kanako.Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsuiimoto, T. Shirahama, Ino, R. Sato, Sagata, M. Kondo, Shinji Sakashita (Shinz.Sakashita), Satoru Yamashita, Yosinori Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Matsumura (28)

Scroll designers : Nissui, Saru, Shake, Hisoya, S. Kuwatch, J. Son, Ojiji, Takky, Iwai, Meiko.K

Music composer : Koda Masato

Sound designer : Moe.T

Sound effects : Moe.T, Hachi Bee, Satoshi Ise

Sound producer by Arcade Sound Team.

Programmers : O.G.T, Kazuo.Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc

Original script : Alex Jimenez


- PORTS -


* Consoles :

Sega Saturn (1999, "Dungeons & Dragons Collection")

$end

$info=ddtod,ddtoda,ddtodj,ddtodjr1,ddtodur1,ddtodu,ddtodh,
$bio

Dungeons & Dragons - Tower of Doom (c) 01/1994 Capcom.

Game ID : CP-S II No. 02


Four warriors set a course for the evil Tower of Doom and battle lots of enemies straight out of the Monstrous Compendium!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


The game is based on the famous RPG system 'Dungeons & Dragons'.


The little sword-swinging flourish the fighter does after defeating a major enemy is taken directly from Capcom's previous side-scrolling sword fighting game, "Knights Of The Round".


- SERIES -


1. Dungeons & Dragons - Tower of Doom (1994)

2. Dungeons & Dragons - Shadow Over Mystara (1996)


- STAFF -


Dungeon masters : Tomoshi Sadamoto, Magigi Fukunishi, George Kamitani, Alex Jimenez

Character designers : Hitoshi Nishio (T), Shinji Sakashita (Sinz.Sakashita), Jun Matsumura (25), Youjiro, Yukari Ogawa, Minobeyan, Popozu.Boo, Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto

Artists : Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon

Programmers : Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko

Music composers : Isao Abe (Oyaji), Takayuki Iwai (Anarchy Takapon), Ok Production

Sound designers : Toshio Kajino, Tomuyuki Kawakami (T.K NY)


- PORTS -


* Consoles :

Sega Saturn (1999, "Dungeons & Dragons Collection")

$end

$info=dunkmnia,dunkmnic,
$bio

Dunk Mania (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco System 11 hardware.

$end

$info=dunkshot,
$bio

Dunk Shot (c) 1987 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


Alfa records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.

$end

$info=dyger,dygera,
$bio

Dyger (c) 04/1989 Philko.


- STAFF -


Programmer : No Youngho

Graphic designers : Jang Kyesook, Kwak Wooyong, Nam Hanhee, Choi Kwanghun

Scenario : Kim Yangsu

Music composers : Lee Jeongkyu, Kim Hyungbum, Cho Kwangho

$end

$info=dynagear,
$bio

Dyna Gears - An Action Adventure On The Era Of Dinosaur (c) 1993 Sammy.


- TRIVIA -


The background used for the title screen is the Area 4 background.


There are background characters from "Survival Arts" scattered throughout the game :

* In the cliff near the end of Stage 3, strike the wall in the cavity until a monk pops up.

* Other monks rise up from the lava pits in the final stage.

* During the final boss, there is a female monk in the background.


- STAFF -


Game Design : Hideo Akimoto, Mitsuo Yoshioka 

Program : Mitsuo Yoshioka 

Character Design : Kaoru Kamigiku 

Object Character : Kaoru Kamigiku, Hideo Akimoto, Motoki Oashi, Hiroyuki Suwahara, Nobuhiko Ikeuchi, Airi Tateishi 

Background Character : Hisaya Yamazaki, Noriko Fuzisawa, Motoki Oashi 

Sound & Effect : Shigeyuki Shinbo 

Translation : David Kanda

$end

$info=dynablst,dynablsb,
$bio

Dynablaster (c) 1991 Hudson Soft.


In the future, fight competitions among robots are the most popular event. Bomberman & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomberman & his brother Bomberman 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D


- TRIVIA -


Licensed to Irem.


This game is known in Japan as "Bomberman".


This game runs on the Irem M-90 system hardware.


- SERIES -


1. Bomberman (1987, Nintendo Famicom)

2. Dynablaster (1991)

3. New Atomic Punk - Global Quest (1992)

4. Bomberman II (1992, Nintendo Famicom)

5. Bomberman '93 (1992, NEC PC-Engine)

6. Super Bomberman (1993, Nintendo Super Famicom)

7. Bomberman '94 (1994, NEC PC-Engine)

8. Super Bomberman 2 (1994, Nintendo Super Famicom)

9. Super Bomberman 3 (1995, Nintendo Super Famicom)

10. Super Bomberman 4 (1996, Nintendo Super Famicom)

11. Neo Bomberman (1997)

12. Super Bomberman 5 (1997, Nintendo Super Famicom)

$end

$info=dcclub,
$bio

Dynamic C.C. - Dynamic Country Club (c) 1991 Sega.

$end

$info=dynadice,
$bio

Dynamic Dice (c) 19??.

$end

$info=dynamski,
$bio

Dynamic Ski (c) 1984 Taiyo System.

$end

$info=dynabb,
$bio

Dynamite Baseball '97 (c) 1996 Sega.

$end

$info=dynamcop,dynmcopb,
$bio

Dynamite Cop (c) 1998 Sega.


- TRIVIA -


This game is known in Japan as "Dynamite Deka II".


- SERIES -


1. Dynamite Deka (1996)

2. Dynamite Cop (1998)

$end

$info=dnmtdeka,
$bio

Dynamite Deka (c) 1996 Sega.


- TRIVIA -


This game is known outside Japan as "Die Hard Arcade".


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Dynamite Deka (1996)

2. Dynamite Deka II (1998)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=dyndeka2,
$bio

Dynamite Deka II (c) 1998 Sega.


- TRIVIA -


This game is known outside Japan as "Dynamite Cop".


- SERIES -


1. Dynamite Deka (1996)

2. Dynamite Deka II (1998)

$end

$info=dynduke,
$bio

Dynamite Duke (c) 1989 Seibu Kaihatsu.


A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!


- TRIVIA -


Licensed to Fabtek for US distribution.


A two player simultaneous version is known as "The Double Dynamites".


This game was released in memory of 'Hironori Watsuo'.


- STAFF -


Directed by : Hitoshi Hamada

Executive producer : Kengo Kondo

Assistant director & editor : Kohki Yamate

Chief programmer : Tetsuya Kawaguchi

Music composed by : Akira Satoh

Sound effects : Hitoshi Hamada

Art director : Masao Matsuzawa

Set decorator : Takahide Wada

Special 'Boss' effects created by : Showichi Yano

Special 'Zombies' Effects created by : Hirdaki Ohtake

Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa

Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showich Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki

The original story written by : Takahide Wada

Best Boy : Sue-San

Special animation coordinator : Suichi Mori

Special visual effects superviser : Takumi Takano

Technical consultant & Hardware designer : Yukinojoe Segawa


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Sega Master System


* Computers :

Sharp X68000 (1990)

$end

$info=ddux,dduxbl,
$bio

Dynamite Düx (c) 1989 Sega.


Two silly little ducks bash their way through a surreal beat-'em-up world.


- TRIVIA -


This game runs on the Sega System 16B hardware.


The main character 'Bean' (Bin) appears in the Sega arcade game "Sonic The Fighters" as a playable character.


A bootleg of this game was made by Datsu.


- STAFF -


Music by : Hiroshi Miyauchi


- PORTS -


* Consoles :

Sega Master System


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Commodore Amiga (1989)

Amstrad CPC (1989)

$end

$info=dleague,
$bio

Dynamite League (c) 1990 Taito.

Game ID : C02


- TRIVIA -


This game runs on the Taito H System hardware.


- STAFF -


Lead designer : Tsukasa Fujita

Programmers : T. Ishii, E. Satoh, M. Shimazaki, K. Nomura, T. Koike

Graphics designers : Hisaya Yabusaki, Kohzoh Igarashi, Hisakazu Katoh, Yukio Abe, T. Matsumoto, Tetsuya Shinoda, Y. Iwata, Ken' Ichi Imaeda, T. Satoh, M. Fukui, H. Kumagai, Atsuchi Taniguchi, Taira Sanuki

Sound (Zuntata Team) : Naoto Yagishita, Shiro Imaoka, Norihiro Furukawa

Hardware : Toshiyuki Sanada

Additionial design : Hiroyasu Nagai

Mechanic : H. Arai

$end

$info=dynwar,
$bio

Dynasty Wars (c) 07/1989 Capcom.


Chinese heroes of the Three Kingdoms saga mount their horses and slash their way through hordes of enemy infantry in order to unite ancient China!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tenchi wo Kurau".


This game runs on the Capcom Play System hardware (CPS).


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.


- SERIES -


1. Dynasty Wars (1989)

2. Warriors of Fate (1992)


- STAFF -


Producer : Kihaji Okamoto

Game designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka

Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki

Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita

Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi

Sound music : Manami Goto

Illustration : S. Shintani


- PORTS -


* Computers :

Sinclair Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=dynobop,
$bio

Dyno Bop (c) 1990 Grand Products / Incredible Technologies.


A fun little redemption game involving rolling balls at virtual targets.


- TRIVIA -


The system actually uses an IR tracking device to map the paths of the balls up to the collection trough, and then depicts that path on screen. The same hardware is used in "Slick Shot", and "Super Strike Bowling", with different playfield and balls.

$end

$info=ejanhs,
$bio

E-Jan High School (c) 1996 Seibu Kaihatsu.

$end

$info=edf,
$bio

E.D.F. - Earth Defence Force (c) 1991 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-B system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (E.D.F. - PCCB-00058) on 21/03/1991.


- STAFF -


Programmers : S A S, Azvear-s

Main graphic : Wan Da You, Ca-Sai, Nekomasa

Sub-graphics : Crayon Gear, Shimizu

Music : Tsukasa Tawada

Produced by : Yuki.Arai


- PORTS -


* Consoles :

Nintendo Super Famicom (1991, "Super E.D.F. - Earth Defence Force") : It's a 1-player game only, unlike the arcade which was a 2-player game. Graphics are slightly downgraded (smaller sprites), but now it has added transparency effects. Also, one level is different from the arcade.

$end

$info=eagle,eagle2,eagle3,
$bio

Eagle (c) 10/1980 Centuri.


- TRIVIA -


This game is known outside US as "Moon Cresta".


- UPDATES -


The game has slightly altered graphics compared to the original.


- SERIES -


1. Eagle (1980)

2. Terra Cresta (1985)

3. Terra Force (1987)


- STAFF -


Designed and programmed by : Shigeki Fujiwara

$end

$info=eaglshot,eaglshta,
$bio

Eagle Shot Golf (c) 1994 Sammy.

$end

$info=ecofghtr,ecofghta,
$bio

Eco Fighters (c) 12/1993 Capcom.


An environmental friendly shooter? In this highly creative shooter, you must battle a ruthless mega corporation who is polluting the planet. Stop them before it's too late! Features nice graphics and interesting game mechanics.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Ultimate Ecology".


This game runs on the Capcom Play System II hardware (CPS II).


Shinseisha / Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994.


- STAFF -


Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka

Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon

Programmers : Yuuka, A. Komorini, Tilde.Kaw, Commander Guchi, Some-P

Sound designers : Toshio Kajino, Hiroaki Kondo

Music composer : Syun Nishigaki (SYUN)

Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa

Planners : Meshi, Konou, Etos

Producer : Yokamoto

Original planner : Mori Keisuke

$end

$info=eggventr,eggvntdx,
$bio

Egg Venture (c) 1997 The Game Room.


- TRIVIA -


Egg Venture was a joint project between arcade parts company 'The Game Room' and 'ICE' (Innovative Creations in Entertainment), each of whom released their own version. The game was programmed by Kyle Hodgetts and does have several minor glitches, mainly down to the bizarre hardware choice. An example of this Egg Venture is the fact that Kyle is forced to duplicate the sound system three times on the board to achieve polyphony, rather than using a YM/OKI combination. 


Egg Venture does not have an ending and it's only scoring system is the printing of the Dynamic Play Adjustment skill ranking after every 'day'.


The game uses (in places) the bass line from 'The Great Egg Race' by Martin Cooke and Richard Denton of BBC Records, although this is apparently a legitimate use.


Following the success of Egg Venture, or more likely to fix the bugs present, a 'Deluxe version' was made.


The Egg Venture characters were later used in a kids redemption game.


- UPDATES -


The deluxe version has an ending, when you complete the tour, but the Dynamic Play Adjustment has a serious bug. The game encodes the number of successful completions and uses this to alter the difficulty. However, the number seems to decrease rather than increase at first, giving a difficulty multiplier of -1 after a few rounds. This makes the following level (Factory Eggs) incredibly difficult until you lose a couple of lives.


- STAFF -


Programmed by : Kyle Hodgetts

$end

$info=eggor,
$bio

Eggor (c) 1983 Telko.

$end

$info=eggs,
$bio

Eggs (c) 09/1983 Technos.

Game ID : TA-0002


- TRIVIA -


Licensed to Universal for US manufacture and distribution.


- SERIES -


1. Scrambled Egg (1983)

2. Eggs (1983)

$end

$info=8ballact,8ballat2,8bpm,
$bio

Eight Ball Action (c) 1984 Seatongrove.


- TRIVIA -


Licened to Magic Electronics.

$end

$info=eightfrc,
$bio

Eight Forces (c) 1994 Tecmo.

$end

$info=eightman,
$bio

Eightman (c) 09/1991 Pallas / SNK.

Game ID : 0025


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


This game is based on a Japanese cartoon series from the 60s.


- STAFF -


Producer : Eikichi Kawasaki

Directors : Deru-Deru, Stary Cat

Programmers : Nishidon, Shinchan-SSS

Music composers : Jojoha Kitapy, Yoko, Makiko

Designers : Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91

$end

$info=ejihon,
$bio

Ejihon Tantei Jimusyo (c) 1995 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Ejihon Detective Office'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=elandore,
$bio

Elandoree - Fighting Dragon Legend (c) 1998 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).

$end

$info=elecyoyo,elecyoy2,
$bio

The Electric Yo-Yo (c) 06/1982 Taito.

Game ID : YY


- TRIVIA -


This game runs on "The Qix" hardware.

$end

$info=elevator,elevatob,
$bio

Elevator Action (c) 07/1983 Taito.

Game ID : EA


The player assumes the role of a spy (Agent 17, codename : OTTO) who infiltrates a building filled with elevators. He must collect secret documents from the building and traverse the 30 levels of the building using an increasingly complex series of elevators. The player is pursued by enemy agents who appear from behind closed doors. The player must outwit them via force or evasion. Successful completion of a level involves collecting all the secret documents and traversing the building from top to bottom. In the lower floors of the building, the elevator systems are so complex that some puzzle-solving skills are needed. The controls consisted of a 4-way joystick and two buttons, one for shoot and the other for jumping and kicking. The graphics are extremely simple, 2D color graphics. The maximum number of players is two, alternating turns.


- TRIVIA -


This game runs on the Taito SJ System hardware. Elevator Action was available in two different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.


The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for "Jungle Hunt", "Zoo Keeper", "Alpine Ski", and many others. These cabinets normally did not have sideart that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.


Internally the machine uses a 19'' open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.


The cocktail version came in a table similar in design to the one used for "Space Invaders" and "Carnival". It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.


- TIPS AND TRICKS -


* If you've got a man in black on the floor below as you come down in the elevator, jump towards him when you're about halfway down to his floor. You'll jump straight up against the floor above and then move forward into the bad guy as you come down, either killing him or giving you enough time to duck and shoot.


* Shoot all the time, especially when you get at the hard levels. When you are waiting for an elevator, shoot constantly in the opposite direction. That way, you will instantly hit an eventual enemy (instead of figuring out how to deal with him AND the guys arriving with the elevator).


* Shoot out the lights whenever you can. Crushing an enemy gives you 300 points, plus you get fifty more points by shooting or jumping the enemy than you would if the area is lit.


* At the end of each level, if you get two red doors at opposite sides of the building, go down to the basement and teleport yourself back, instead of jumping back and forth.


- SERIES -


1. Elevator Action (1983)

2. Elevator Action Returns (1995)

3. Elevator Action EX (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Yoshino Imamura


- PORTS -


* Consoles :

Atari 2600 (1983)

Nintendo Famicom (1985)

Sega SG-1000 (1985)

Nintendo Game Boy (1991)

Nintendo Game Boy Advance (2002, "Elevator Action Old & New")


* Computers :

Sinclair ZX Spectrum (1987)

Commodore C64 (1987)

Amstrad CPC (1987)

MSX

$end

$info=elvact2u,
$bio

Elevator Action II (c) 02/1995 Taito.

Game ID : E02


Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans!


- TRIVIA -


This game is known outside US as "Elevator Action Returns".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995.


- SERIES -


1. Elevator Action (1983)

2. Elevator Action II (1995)

3. Elevator Action EX (2000, Nintendo Game Boy Color)


- STAFF -


Game designers : Y. Tsuda, K. Terada

Programmers : Tkhc.03, Iromust, Nob, Y. Mori

Programming support : Komochi Yagi, A. Kurabayashi

Character designers : M. Kikuchi, M. Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P

BGM composer : Yasuhisa Watanabe (Zuntata)

Sound effect by Zuntata : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty

Designer : Toshiyuki Takenami

Hardware : Katsumi Kaneoka

Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star

Exective producer : Koichi Nakamura

$end

$info=elvactr,elvactrj,
$bio

Elevator Action Returns (c) 02/1995 Taito.

Game ID : E02


Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans!


- TRIVIA -


This game is known in US as "Elevator Action II".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995.


- SERIES -


1. Elevator Action (1983)

2. Elevator Action Returns (1995)

3. Elevator Action EX (2000, Nintendo Game Boy Color)


- STAFF -


Game designers : Y. Tsuda, K. Terada

Programmers : Tkhc.03, Iromust, Nob, Y. Mori

Programming support : Komochi Yagi, A. Kurabayashi

Character designers : M. Kikuchi, M. Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P

BGM composer : Yasuhisa Watanabe (Zuntata)

Sound effect (Zuntata) : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty

Designer : Toshiyuki Takenami

Hardware : Katsumi Kaneoka

Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star

Exective producer : Koichi Nakamura


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=elim2,elim2a,elim4,
$bio

Eliminator (c) 12/1981 Gremlin.


- TRIVIA -


This is the first '4-players' vector arcade game.


- UPDATES -


There are two '2 Players' revision of this game :

* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple.

* Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green.


- STAFF -


Designed and programmed by : Larry Clague, Mike Hendricks

$end

$info=embargo,
$bio

Embargo (c) 1977 Cinematronics.

$end

$info=emeralda,emerldaa,
$bio

Emeraldia (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System NA-1 hardware.

$end

$info=empcity,empcityj,empcityu,
$bio

Empire City : 1931 (c) 12/1986 Seibu Kaihatsu.


- TRIVIA -


Licensed to Taito for Japan manufacture and distribution.


Empire City : 1931 is known in Germany as "Street Fight".


- SERIES -


1. Empire City : 1931 (1986)

2. Dead Angle (1988)


- PORTS -


* Computers :

Commodore C64 (1987, "Prohibition")

Amstrad CPC (1987, "Prohibition")

Sinclair ZX Spectrum (1987, "Prohibition")

PC [MS-DOS, 5.25''] (19??, "Prohibition")

$end

$info=esb,
$bio

The Empire Strikes Back (c) 03/1985 Atari Games.

Game ID : 136031


In this game you get to pilot both the Millennium Falcon and a snow speeder in an attempt to complete four different stages. The beginning of the game mentions only Luke Skywalker, but you must be playing as Han Solo for at least half of this title, as Han was the protagonist of the movie scenes that levels three and four are based on. To be successful you merely need to blast everything in sight and collect letters to spell out the word JEDI for a large point bonus.


On the first level you are piloting a snow speeder on the ice planet of Hoth. Movie fans may recall that this was where 'Echo Base' was located. This is a really confusing stage that has no real equivalent in the movie. The film has but a single 'Probot' and in this stage they are everywhere. Just keep shooting everything in sight until the game advances you to the next stage.


One the second stage you are still on the ice planet Hoth. but this time you are fighting Imperial Walkers instead of wimpy probe droids. You are still piloting the snow speeder, but your armament has been upgraded with the addition of several tow cables that you can use to wrap up the legs of the walkers. You can also take the walkers out by shooting them on a little red square that each one of them has on its head.


The third stage is a throwback to the original "Star Wars" game. You pilot the Millennium Falcon in an attempt to blast as many Tie Fighters as you can before the level ends.


On the fourth stage you pilot the Millennium Falcon through an asteroid field, and try not to bump into any of them. Of course we all know that real asteroid fields are nothing like the ones in the Star Wars universe, but this level is fun if you suspend your disbelief.


- TRIVIA -


This title was sold only as a conversion kit for the original "Star Wars". Separate kits were available for both the upright and the cockpit versions. This title uses a pair of 1.5 Mhz M6809 processors to run the game code, along with four Pokey chips for audio. The game itself is displayed on an Amplifone color vector open frame monitor. The machine itself has a real 'Darth Vader' look to it. It is very dark and is covered with lines much like a dark version of the surface of an Imperial Star Destroyer. The sideart features a picture that includes Darth Vader, the Death Star, several Tie fighters, and an X-Wing. Most machines will have a sticker placed somewhere on the side labeling them as 'The Empire Strikes Back'. The marquee shows a painted scene of a battle on Hoth that includes several AT-AT walkers and advertises that the game is 'New'.


- SERIES -


1. Star Wars (1983)

2. Return of The Jedi (1984)

3. The Empire Strikes Back (1985)


- STAFF -


Product manager : Mike Hally

Programmed by : Greg Rivera, Norm Avellar

Technician : Rob Rowe


- PORTS -


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

Atari ST (1988)

Commodore Amiga (1988)

$end

$info=theend,theends,
$bio

The End (c) 11/1980 Konami.


In 'The End' you control a ship whose mission is to zap as many bug-ships as possible, before you run out of lives, or the bugs manage to spell out the word END with little chunks of brick. You can move left and right, and the bugs attack from the top of the screen, coming out of a large mothership. But the bugs have another mission besides just blindly attacking you. That other mission is to systematically steal the bricks from your three bases, and use them to spell out the word END up near the top of the screen.


- TRIVIA -


Licensed to Stern for US manufacture and distribution (10/1981). The End was available in both upright and cocktail formats. The upright version came in the standard Stern cabinet, which was the same cabinet that most Stern games came in. The only real difference between different Stern cabinets was that "Berzerk" and "Frenzy" cabinets had an access door in front, and other Stern cabinets did not. The game was black with black t-molding. The sideart consisted of a really awesome looking painted rendition of some sort of blue blasting machine shooting at a pair of bugs. The marquee and monitor bezel are covered with a great scene showing evil looking bugs assaulting a wall, drawn in classic Marvel Comics style. Stern really had some great artists back then, the only manufacturer who was even close to them in this department was Atari. The control panel was aluminum, and had some game instructions and a basic design painted onto most of its surface area. The controls consisted entirely of pushbuttons, with the same layout as the panel on "Space Invaders".


Internally the game used a standard 19'' arcade monitor for display purposes. The game's code ran on the "Scramble" platform, which consisted of two Z80 processors and a pair of AY-8910 sound chips. Several other games run on this exact same mainboard, and can be swapped in with an EPROM swap.


There were two different cocktail versions of The End, a small one with a 13'' monitor, and a larger 'Deluxe' one with a 19'' monitor. They were similar in design to the Midway Cocktail ("Pac-Man"/"Galaga"/et cetera), but with control panels that sloped slightly upwards. You probably won't ever see one of these, they didn't even make a lot of them back then, and it is doubtful if more than one or two have survived to the present day intact.


A bootleg of this game is known as "Omega".


- UPDATES -


* In the Konami version, the bases are above you and you can use them as cover, but they block out a lot of your potential shooting area.

* In the Stern version, the bases are below you, which gives you a free path to shoot everything in sight, but also means that you have nowhere to hide.

$end

$info=enduror,endurobl,endurob2,
$bio

Enduro Racer (c) 09/1986 Sega.


- TRIVIA -


This game runs on the "Space Harrier" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.


- STAFF -


Music composed by : Hiroshi Miyauchi (Hiro)


- PORTS -


* Computers :

Sinclair ZX Spectrum (1987)

Commodore C64 (1987)

Atari ST (1987)

Amstrad CPC (1987)

Thomson TO8 (1988)

Thomson M05

$end

$info=enforce,
$bio

Enforce (c) 1988 Taito.

Game ID : B58


- TRIVIA -


This game runs on the Taito Z System hardware.


- STAFF -


Producer : Junji Yarita

Software : Hidenori Sasatani, Eiichi Sato, Kenzo Nomura, Tohru Sugawara

Character designers : Junji Yarita, Akira Saito, Space Creative, Animation 20

Hardware designers : Yasuhiro Shibuya, Seigo Sakamoto

Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki

Mechanic : Akira Takahashi, Mituyoshi Ishida, Tohru Hirata, Masaharu Hori

Designers : Shinobu Sekiguchi, Shin Tamagoshi

Sound produced by Zuntata : Hisayoshi Ogura (OGR.), Yasuhisa Watanabe (Yack.)

Music composed by : Takami Asano

Data programmed by : Shizuo Aizawa (Splatter A)

$end

$info=enigma2,enigma2a,
$bio

Enigma 2 (c) 1981 GamePlan.


- TRIVIA -


Licensed to Zilec Electronics.

$end

$info=equites,equitess,
$bio

Equites (c) 1984 Alpha Denshi.


- TRIVIA -


Also licensed to Sega.

$end

$info=eprom,eprom2,
$bio

Escape From The Planet of the Robot Monsters (c) 06/1989 Atari Games.

Game ID : 136069


Science fiction theme with comic book style graphics.


- TRIVIA -


The game code shares a hidden message : HI LISA, ROBIN, MOM & DAD.


- PORTS -


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

PC (1991)

$end

$info=esckids,
$bio

Escape Kids (c) 1991 Konami.

$end

$info=espradeo,espradej,
$bio

ESP Ra.de. (c) 04/1998 Atlus / Cave.

Game ID : ATC04


- TRIVIA -


This game is known oustide Japan as "ESP Ra.de. - A.D. 2018 Tokyo".


ESP means 'ExtraSensory Perception'.


Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.


- TIPS AND TRICKS -


* Counter Display : Insert a coin, hold B button and press Start.


* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :


YUSUKE :

Press A button : Houoh High School, Random, Random.

Press B button : Houoh High School, Shopping Mall At Night, Bay Area.

Press C button : Houoh High School, Bay Area, Shopping Mall At Night.


JB-5TH :

Press A button : Shopping Mall At Night, Random, Random.

Press B button : Shopping Mall At Night, Bay Area, Houoh High School.

Press C button : Shopping Mall At Night, Houoh High School, Bay Area.


IRORI :

Press A button : Bay Area, Random, Random.

Press B button : Bay Area, Houoh High School, Shopping Mall At Night.

Press C button : Bay Area, Shopping Mall At Night, Houoh High School.


- SERIES -


1. ESP Ra.de. (1998)

2. Espgaluda (2003)


- STAFF -


Producer : Kenichi Takano

Super visor : Hiroyuki Tanaka (Atlus)

Chief programmer : Tsuneki Ikeda

Programmers : Satoshi Kohyama, Ryuichi Yabuki

Chief designer : Junya Inoue

Designers : Akira Wakabayashi, Yuko Nakamura

CG designers : Riichirou Nitta, Atushi Aburano

Sound producer : Junya Inoue

Sound director : Hiroshi Horiguchi (Two Five)

Music composer : Masahiro Kusunoki (Two Five)

Sound effects : Ryuichi Yabuki

Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura

Special assist : Toshiaki Tomisawa

$end

$info=esprade,
$bio

ESP Ra.de. - A.D. 2018 Tokyo (c) 04/1998 Atlus / Cave.


- TRIVIA -


This game is known in Japan as just "ESP Ra.de.".


ESP means 'ExtraSensory Perception'.


Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.


- TIPS AND TRICKS -


* Counter Display : Insert a coin, hold B button and press Start.


* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :


YUSUKE :

Press A button : Houoh High School, Random, Random.

Press B button : Houoh High School, Shopping Mall At Night, Bay Area.

Press C button : Houoh High School, Bay Area, Shopping Mall At Night.


JB-5TH :

Press A button : Shopping Mall At Night, Random, Random.

Press B button : Shopping Mall At Night, Bay Area, Houoh High School.

Press C button : Shopping Mall At Night, Houoh High School, Bay Area.


IRORI :

Press A button : Bay Area, Random, Random.

Press B button : Bay Area, Houoh High School, Shopping Mall At Night.

Press C button : Bay Area, Shopping Mall At Night, Houoh High School.


- SERIES -


1. ESP Ra.de. (1998)

2. Espgaluda (2003)


- STAFF -


Producer : Kenichi Takano

Super visor : Hiroyuki Tanaka (Atlus)

Chief programmer : Tsuneki Ikeda

Programmers : Satoshi Kohyama, Ryuichi Yabuki

Chief designer : Junya Inoue

Designers : Akira Wakabayashi, Yuko Nakamura

CG designers : Riichirou Nitta, Atushi Aburano

Sound producer : Junya Inoue

Sound director : Hiroshi Horiguchi (Two Five)

Music composer : Masahiro Kusunoki (Two Five)

Sound effects : Ryuichi Yabuki

Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura

Special assist : Toshiaki Tomisawa

$end

$info=espial,espiale,
$bio

Espial (c) 09/1983 Orca.


- TRIVIA -


Licensed to Thunderbolt.


The European version of Espial is licensed to NOVA Apparate GMBH Hamburg for  distribution.

$end

$info=euroch92,
$bio

Euro Champ '92 (c) 1992 Taito.


- TRIVIA -


This game is known in Japan as "Hattrick Hero" and outside Europe as "Football Champ".


This game runs on the Taito F2 Expanded hardware.


- SERIES -


1. Euro Champ '92 (1992)

2. Taito Cup Finals (1993)

3. Hattrick Hero '94 (1994)

4. Taito Power Goal (1994)

$end

$info=wc90b,
$bio

Euro League (c) 1989.


- TRIVIA -


This game is a bootleg of "Tecmo World Cup '90".

$end

$info=evilston,
$bio

Evil Stone (c) 1990 Spacy Industrial.

Game ID : C67


- TRIVIA -


This game runs on the Taito L-System hardware.

$end

$info=exctleag,
$bio

Excite League (c) 1989 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- SERIES -


1. Major League (1985)

2. Super League (1988)

3. Excite League (1989)

$end

$info=excthour,
$bio

Exciting Hour - The Prowrestling Network (c) 1985 Technos.

Game ID : TA-0015


- TRIVIA -


Licensed to Taito.


This game is known outside Japan as "Mat Mania - The Prowrestling Network".

The 2 players version of this game is known as "Mania Challenge".


In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd..


The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is "Sterling Hulk"; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Sterling's most powerful move is the leg drop, which is Hulk Hogan's finisher.


Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Pirahanna is probably Mil Mascaras. The main wrestler ("You") bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released.


- SERIES -


1. The Big Pro Wrestling! (1983)

2. Exciting Hour - The Prowrestling Network (1985)


- PORTS -


* Computers :

Sharp X68000 (1994)

$end

$info=exctsccr,exctscca,exctsccb,
$bio

Exciting Soccer (c) 1983 Alpha Denshi.


- TRIVIA -


A Japanese bootleg of this game was released in 1984.


Exciting Soccer music is a copy of an instrumental rock and roll ('Tequila', as played by The Champs).


- UPDATES -


In the Japanese bootleg :

* The Italian team is replaced by the Japanese Team.

* The music are different.

* The title screen says : 'planned by Shinzi' and 'programmed by Kazutomi'.


- SERIES -


1. Exciting Soccer (1983)

2. Exciting Soccer II (1984)

$end

$info=exctscc2,
$bio

Exciting Soccer II (c) 1984 Alpha Denshi.


- SERIES -


1. Exciting Soccer (1983)

2. Exciting Soccer II (1984)

$end

$info=exedexes,
$bio

Exed Exes (c) 02/1985 Capcom.


- TRIVIA -


This game is also known as "Savage Bees".


- TIPS AND TRICKS -


*  If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points.


* Watch out for WOPs, which are POWs in reverse. They reduce your power level.


* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form.


- STAFF -


Music by : Tamayo Kawamoto


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Sony PlayStation (1998, "Capcom Generation 3")

Sega Saturn (1998, "Capcom Generation 3")

$end

$info=exerion,exerionb,exeriont,
$bio

Exerion (c) 11/1983 Jaleco.


- TRIVIA -


Licensed to Taito for US distribution.


- PORTS -


* Consoles :

Sega SG-1000 (1983)

Nintendo Famicom (1985)


* Computers :

MSX

$end

$info=exerizrb,
$bio

Exerizer (c) 04/1987 Jaleco.


- TRIVIA -


This game is known outside Japans as "Sky Fox".

$end

$info=exodus,
$bio

Exodus (c) 1979 Subelectro.


- TRIVIA -


Ths game is a bootleg of "Defend the Terra Attack On The Red UFO".


- UPDATES -


This bootleg has slightly improved graphics compared to the original.

$end

$info=explorer,
$bio

Explorer (c) 1981.


- TRIVIA -


This game is a bootleg of "Scramble".

$end

$info=explbrkr,
$bio

Explosive Breaker (c) 1992 Kaneko.


- TRIVIA -


This game is known in Japan as "Bakuretsu Breaker".


- STAFF -


Program : Y. Shintani, S. Igarashi

Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue

Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura

Hardware : H. Morinaga

Tools : F. Komori, Y. Higashino

Technical advice : M. Kanaoka

Debugging : A. Takahashi, Y. Yamazaki, Y. Ozaki, N. Tada

Management : N. Tanaka

Producer : Hiroshi Kaneko

$end

$info=exprraid,
$bio

Express Raider (c) 01/1986 Data East.


- TRIVIA -


This game is known outside US as "Western Express".


- PORTS -


* Computers :

Amstrad CPC (1986)

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

$end

$info=extrmatn,
$bio

Extermination (c) 1987 Taito.

Game ID : B06


- TRIVIA -


Licensed to World Games for US manufacture and distribution.


This game runs on "The New Zealand Story" hardware.


- STAFF -


Director : Masaki Ogata

Game designer : Hiroyuki Sakou

Game programmers : YLW, Busuwa Kiraida, Kazutomo Ishida

Software support : Masaki Ogata, Satoshi Kuranaga

Character designers : Yukio Ishikawa, Kohzoh Igarashi, Tetsurou Kitagawa, Yoshihiko Wakita

Character coding : Hiroyuki Sakou

Original story : YLW

Sound programmers : Hisayoshi Ogura, Naoto Yagishita

Hardware analysis : Noboru Yasukawa

Art designer : Hisayasu Nakane

Tools : HP 64000 System, Mentor, Taito Animator

$end

$info=exterm,
$bio

Exterminator (c) 1989 Gottlieb / Premier Technology.

Game ID : V-101


- TRIVIA -


The first game to use digitized graphics for every element of the game. It was also the first and only videogame produced by Premier Technology. Approximately 250 units were produced.


- STAFF -


Designed and programmed by : Warren Davis

Graphics by : Jeff Lee


- PORTS -


* Computers :

Atari ST (1991)

Amstrad CPC (1991)

Sinclair ZX Spectrum (1991)

Commodore C64 (1991)

Commodore Amiga (1991)

$end

$info=ebases,
$bio

Extra Bases (c) 04/1980 Midway.


- TRIVIA -


This game runs on the Bally Midway Astrocade hardware.


- SERIES -


1. Tornado Baseball (1976)

2. Extra Inning (1977)

3. Extra Bases (1980)

$end

$info=einnings,
$bio

Extra Inning (c) 03/1978 Midway.

Game ID : 642


- TRIVIA -


This game is also known as "Double Play".


- SERIES -


1. Tornado Baseball (1976)

2. Extra Inning (1977)

3. Extra Bases (1980)

$end

$info=extdwnhl,
$bio

Extreme Downhill (c) 1995 Sammy.

$end

$info=exvania,
$bio

Exvania (c) 1992 Namco.


A medieval Bomberman-style game.


- TRIVIA -


This game runs on the Namco System NA-1 hardware.

$end

$info=exzisus,
$bio

Exzisus (c) 1987 Taito.

Game ID : B23

$end

$info=eyes,eyes2,
$bio

Eyes (c) 07/1982 Digitrex Techstar.


- TRIVIA -


Licensed to Rock-ola.

$end

$info=ehrgeiz,
$bio

EZ : Ehrgeiz - God Bless The Ring (c) 1998 Square / Namco.


A 3-D fighting game reminiscent of "Power Stone" by Capcom. The world's most brutal tournament has as its trophy the legendary weapon 'EHRGEIZ'. Fighters from around the world assemble to claim this prize and its mysterious power. Featuring interactive backgrounds.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


Developed by Squaresoft.


This game runs on a Namco System 12 hardware.


The title of this game translates from German as 'Ambition'.


Ehrgeiz features characters (in the vs. CPU mode) from the hugely popular Sony PlayStation game 'Final Fantasy VII' also developed by Squaresoft.


- STAFF -


Producer : Hirohide Sugiura

Main programmer : Toru Ikebuchi

Motion manager : Katsunori Itai

Effect programmer : Shigeru Yagisawa

System programmer : Hiroshi Tsuboi

Character designers : Tomohiro Ishii, Masashi Horiuchi

Stage designers : Masaya Ishizuka, Yoshiko Higohashi, Hiroko Ohnishi, Yuri Suzuki

Motion designers : Satoru Uchida, Yasuhide Hino, Tadashi Soeda, Kazuhiko Takahashi, Takashi Aoyagi, Takeshi Sadohara, Toshimitu Shimafuji

Music & Sound effect : Takayuki Nakamura, Motoko Hieda

System administrator : Kuma san

Production manager : Kiyoko Ishimaru

Director & Game designer : Seiichi Ishii

Exective producers : Masaya Nakamura (Namco), Tomoyuki Takechi (Square)

Supervisors : Hironobu Sakaguchi, Shinji Hashimoto

Character supervisor : Tetsuya Nomura

Sound supervisor : Nobuo Uematsu

FF VII staff : Toshinori Kitase, Tomohiro Kayano, Shintarou Takai, Kenji Takemoto, Solid all staff

Monitor : Yuji Saitoh, Hiromi Masuda

Promotion : Kouichirou Sakamoto

Promotion assistant : Masanobu Hasegawa

Production manager assistant : Rieko Kikuchi

Cast : Ayako Kawasumi, Jouji Nakata, Motoko Kumai, Ryuzo Ishino, Kazuya Nakai, Hideyuki Umezu, Fumihiko Tatiki, Tomokazu Seki, Yoko Asada, Kenyu Horiuchi


- PORTS -


* Consoles :

Sony PlayStation (1998)

$end

$info=f1dream,f1dreamb,
$bio

F-1 Dream (c) 04/1988 Capcom.


- TRIVIA -


Licensed to Romstar for US manufacture and distribution.




- PORTS -


* Consoles :

NEC PC Engine (1989)

$end

$info=f1gp,
$bio

F-1 Grand Prix (c) 1991 Video System.


- SERIES -


1. F-1 Grand Prix (1991)

2. F-1 Grand Prix Part. II (1992)


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

$end

$info=f1gp2,
$bio

F-1 Grand Prix Part. II (c) 11/1992 Video System.


- SERIES -


1. F-1 Grand Prix (1991)

2. F-1 Grand Prix Part. II (1992)


- STAFF -


Sound composed : Soushi Hosoi


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

$end

$info=f15se,
$bio

F-15 Strike Eagle (c) 1990 Microprose.


- TRIVIA -


F-15 SE is world's first real 3-D flying control game.


- PORTS -


* Computers :

Sharp X68000 (1991)

$end

$info=fx,
$bio

F-X (c) 198?.


- TRIVIA -


This game is a bootleg of "S.R.D. Mission".

$end

$info=fa,
$bio

F/A (c) 1992 Namco.


- TRIVIA -


This game is known outside Japan as "Fighter & Attacker".


F/A is an abbreviation for 'Fighter/Attacker', which is a class of military aircraft.


This game runs on a Namco System NA-1 hardware.

$end

$info=f1en,
$bio

F1 Exhaust Note (c) 11/1991 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=f1gpstar,
$bio

F1 Grand Prix Star (c) 1991 Jaleco.


- SERIES -


1. F1 Grand Prix Star (1991)

2. F1 Grand Prix Star II (1993)

3. F1 Grand Prix Star Jr.

$end

$info=f1gpstr2,
$bio

F1 Grand Prix Star II (c) 1993 Jaleco.


- SERIES -


1. F1 Grand Prix Star (1991)

2. F1 Grand Prix Star II (1993)

3. F1 Grand Prix Star Jr.

$end

$info=f1superb,
$bio

F1 Super Battle (c) 1994 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.

$end

$info=f1lap,
$bio

F1 Super Lap (c) 1992 Sega.


Exciting F1 simulation game with realistic state-of-the-art graphics that use the real names of Formula 1 teams, cars, drivers and sponsors.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=faceoff,
$bio

Face Off (c) 12/1988 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.


- STAFF -


Music composed by : Yoshinori Kawamoto, Kazuo Noguchi

$end

$info=flstory,flstoryj,
$bio

The Fairyland Story (c) 1985 Taito.

Game ID : A45


- STAFF -


From highscore table : (KBT), (MAD), Onijust (ONJ), (KMJ), Ishida (ISD)


- PORTS -


* Computers :

MSX (1987)

Sharp X68000

$end

$info=falcon,
$bio

Falcon (c) 1980 BGV.


- TRIVIA -


This game is a bootleg of "Phoenix".

$end

$info=daraku,
$bio

The Fallen Angels (c) 1998 Psikyo.


A very solid fighter from Psikyo with beautiful pre-rendered backgrounds. Eight selectable fighters and two end bosses.


- TRIVIA -


This game is known in Japan as "Daraku Tenshi" (translates from Japanese as 'Fallen Angel').


- TIPS AND TRICKS -


* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Obj Test, Obj Dump etc).


- STAFF -


Producer : Kouzou Fujimoto

Directer : Mitsuo Kodama

Planer : Deathler

Front designers : Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko

Back designers : Hajime Ito, Noriko Tomishima

Programmers : Takahiro Inoue, Shinaghiku :555, Naruto, Kazufumi Yoshida

Sound : Masaki Izutani, Kumi Tanioka

$end

$info=fncywld,
$bio

Fancy World - Earth of Crisis (c) 1996 Unico Electronics.


- TRIVIA -


This game is more like a bootleg or hack than an original game; some game code is taken directly from Data East's "Tumble Pop".


- STAFF -


Program part : Oh Se Bong

Scenario part : Na Jong Yong

Graphic part : Kim Uk Hyun, Nam Ki Sung

Hardware part : Hong Seog Gil

Music & Sound : Suk Youn Joo

Director : Nam Nam Ki

$end

$info=fantasia,
$bio

Fantasia (c) 1994 Comad & New Japan System.


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.


- SERIES -


1. Fantasia (1994)

2. New Fantasia (1995)

3. Fantasia II (1997)

$end

$info=fantsia2,
$bio

Fantasia II (c) 1997 Comad.


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.


- SERIES -


1. Fantasia (1994)

2. New Fantasia (1995)

3. Fantasia II (1997)

$end

$info=fantjour,
$bio

Fantastic Journey (c) 1994 Konami.

Game ID : GX321


- TRIVIA -


This game is known in Japan as "Gokujyou Parodius! - Kako no Eikou wo Motomete".


This game runs on the Konami GX hardware.


Stage 1 music is a remix of 'In the Mood', by Joe Garland.

Stage 1 boss music is a remix of 'Carmen Toreador Song', by Georges Bizet.

Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa.

Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss.

Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado.

Stage 4 music is a remix of 'William Tell Overture', by Gioacchino Rossini.

Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music.

Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'.

Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart.

Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori.

Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song.

Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner.

Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart.

Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak.

Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross".

Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov.

Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky.


King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994.


- SERIES -


1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)

2. Parodius Da! - Shinwa kara Owarai e (1990)

3. Fantastic Journey (1994)

4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)

5. Sexy Parodius (1996)


- STAFF -


Programmers : Chichibinta Tsukasa, V. Mailer

Character Designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi

Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo

Sound effects : Gokujyou-Tasaka, 118

Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom

Product designer : Poper Takashi

$end

$info=fantasy,fantasyj,fantasyu,
$bio

Fantasy (c) 10/1981 SNK.


- TRIVIA -


Licensed to Rock-Ola for distribution in US (02/1982).

$end

$info=fantsy95,
$bio

Fantasy '95 (c) 1995 Hi-max Technology.

Game ID : COMAD-0953


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. Looks like a hack of the "Fantasia" series made to include some beefcake, for the ladies.

$end

$info=fantland,fantlnda,
$bio

Fantasy Land (c) 19?? Electronic Devices.

$end

$info=fantzone,fantzono,
$bio

Fantasy Zone (c) 03/1986 Sega.


The Planetary System is under attack by an alien army of ruthless (yet cute!) enemies. Opa-opa a brave space fighter (actually its a spaceship with wings and feet!) must stop the alien invasion to restore peace and to find Opapa, his missing father. Features very surreal & brightly colored graphics, unique music and plenty of strange weapons such as anvils! Don't dismiss this game because of its cute looks or you'll be missing one of the most unique & fun shooters ever! Give it a try!!!


- TRIVIA -


This game runs on the Sega System 16A hardware.


The game's main character Opa-opa makes a cameo in 'Zillion' a science fiction anime T.V. series from the 80's, and in the Sega Dreamcast games Shenmue (1999) and Shenmue 2 (2001) as a collectable figurine.


The Stage 1 music was recycled in the Sega Mega Drive role-playing-game "Phantasy Star 4".


Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.


- SERIES -


1. Fantasy Zone (1986)

2. Fantasy Zone II (19??)

3. Fantasy Zone - The Maze (1987, Sega Master System)

4. Fantasy Zone Gear (1991, Sega Game Gear)

5. Super Fantasy Zone (1993, Sega Mega Drive)


- STAFF -


Music by : Hiroshi Miyauchi


- PORTS -


* Consoles :

Sega Master System (1986)

NEC PC Engine (1988)

Nintendo Famicom (1989)

Sega Saturn (1997)


* Computers :

Sharp X68000 (1989)

MSX


* Others :

Mobiles phones (2002)

$end

$info=fantzn2,
$bio

Fantasy Zone II (c) 19?? Sega.


- TRIVIA -


This game is also known as "Opa Opa".


This game runs on the Sega System E hardware.


- SERIES -


1. Fantasy Zone (1986)

2. Fantasy Zone II (19??)

3. Fantasy Zone - The Maze (1987, Sega Master System)

4. Fantasy Zone Gear (1991, Sega Game Gear)

5. Super Fantasy Zone (1993, Sega Mega Drive)

$end

$info=fantazia,
$bio

Fantazia (c) 1980 Subelectro.


- TRIVIA -


This game is a bootleg of "Moon Cresta".

$end

$info=kabukikl,
$bio

Far East of Eden - Kabuki Klash (c) 06/1995 Hudson Soft.

Game ID : 0092


Japanese swordplay fighter with eight selectable characters and four end bosses and random bonus items appearing in the playfield. A notable effort that has been overlooked by the arcade fighter community.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Tengai Makyou - Shin Den" (translates from Japanese as 'Region Beyond Heaven - The New Legend').


Far East of Eden is Hudson's first game developed and released for the SNK Neo-Geo MVS hardware. This game is based in the world of the 'Far East of Eden' RPG series which has appeared on many console platforms.


- STAFF -


Executive producer : Tadahiro Nakano, Hiroshi Igaro

Producer : Takafumi Horio

Director : Osamu Kimura

System support : Mikio Ueyama

Graphic designer : Torajiro Tsujino

Sound director : Shigeaki Irie

Sound composer : Masaaki Nishizawa, Kennosuke Suemura, Eisaku Nanbu

Sound engineer : Sudou Hirokazu

Sound effect : Gen

Programmer : SP.R22, Ken23, Arrow

Object : A. Ono, M. Kusanagi, S. Ootomo, Popo, H. Ando, Tamasu, Urachu

Scroll : Kizarin, Mikiman7, Okachu, Yamame

Total planner : Oyabun

Project manager : Masa

Examiner : Hebisan, Daichan, Marika


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=farwest,
$bio

Far West (c) 19??.


- TRIVIA -


This game is a bootleg of "Iron Horse".


This game runs on the "Double Dribble" hardware.

$end

$info=farmer,
$bio

Farmers Rebellion (c) 1985 Sun Electronics.


- TRIVIA -


This game is known in Japan as "Ikki".

$end

$info=fastfred,
$bio

Fast Freddie (c) 10/1982 Atari.


Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.


- TRIVIA -


This game is also known as "Fly-Boy" (by Kaneko).

$end

$info=fastlane,
$bio

Fast Lane (c) 1987 Konami.

Game ID : GX752


- TRIVIA -


This game runs on the "Contra" hardware.

$end

$info=sqbert,
$bio

Faster, Harder, More Challenging Q*Bert (c) 1983 Mylstar Electronics.


- TRIVIA -


This game is an unreleased prototype, never went into production, and no dedicated cabinets are known to exist.


- UPDATES -


Differences between FHMC Q*Bert and "Q*bert" :

* As the name implies, it is faster.

* Platforms shift position.

* There are bonus rounds after levels two and five.


- STAFF -


Programming by : Warren Davis

Video graphics by : Jeff Lee

Sound by : David Thiel

$end

$info=fatfury1,
$bio

Fatal Fury - King of Fighters (c) 11/1991 SNK.

Game ID : 0033


Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature 2 battle planes for pseudo 3-D action, & excellent music!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Garou Densetsu - Shukumei no Tatakai" (translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny').


This game runs on the SNK Neo-Geo MVS hardware.


Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'.


The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own.


The music in a 2-player battle is taken from the first stage of "Street Smart".


This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it.


Terry Bogars appears in "Quiz King of Fighters" as selectable character.


This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by coutesy of Viz Video, a division of Viz Comics.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.


- UPDATES -


The Japanese version features quite different movelist sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's movelist sets are clearly based on the japanese release of this particular game). All other versions feature very simplified joystick commands for each move.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Producer : Eikichi Kawasaki

Planners : Tsukamichi, Deru Deru

Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe!

Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang

Programmers : Yamatan, Kura

Prg. back up! : Konchang, Nakamuura

Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee

Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Michael Max : ???

Hwa Jai : ???

Tung Fu Rue : Shigehumi Nakai

Cheng Sinzan : Nakai Shigehumi

Duck King : Kong Kuwata

Richard Myer : Kong Kuwata

Raiden : ???

Billy Kane : Atsushi Yamanishi

Geese Howard : Kong Kuwata


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1993)

SNK Neo-Geo CD (1994)


* Computers :

Sharp X68000 (1993, "Garou Densetsu")

$end

$info=fatfury2,
$bio

Fatal Fury 2 (c) 12/1992 SNK.

Game ID : 0047


The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard. Can the lone wolves face this new threat and come out victorious. Features background with 2 different background planes, improved control & some very nice music! :)

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Garou Densetsu 2 - Arata-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this sequel :

* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!).

* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo Geo fighters to use this now common button setup.

* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used whe the lifebar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves.

* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cutscenes!).


Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character.


The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves.


Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars.


- TIPS AND TRICKS -


* You can only see any character's ending if you beat the game with a single credit used (No continues or two player matches are allowed!) :/.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Producer : Eikichi Kawasaki

Planners : Deru-Deru, Tsukamichi-2, Chinta

Object designers : Higashipon Mark3, Tony Oki, Tsuzakingyo 2, Lionheart, U.G, Ryouji-Sei, Super Soe Soe, Heitarou, Terarin, Horigen.Pu-Ta

Back scroll designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang

Character back up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take.P, Albinome, Pinkey.Tbc440

Programmers : Yamatan-2' Turbo, Speaker.R

Sound : Shimizm, Yoko, Jojouha Kitapy, Ylf.Communicate, Paciorek, Papaya


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Jun Hashimoto

Joe Higashi : Katsuhisa Namase

Mai Shiranui : Akoya Sogi

Big Bear : Dango Takeda

Cheng Sinzan : Jun Hashimoto

Laurence Blood : Katsuhisa Namase

Axel Hawk : Michael Beard

Billy Kane : Katsuhisa Namase

Wolfgang Krauser : Michael Beard


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Nintendo Game Boy (1993)

Nintendo Super Famicom (1994)

NEC PC Engine CD (1994)

SNK Neo-Geo CD (1994)


* Computers :

Sharp X68000 (1993, "Garou Densetsu 2")

FM Towns PC

$end

$info=fatfury3,
$bio

Fatal Fury 3 - Road to the Final Victory (c) 03/1995 SNK.

Game ID : 0069


During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, two different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Garou Densetsu 3 - Haruka-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this particular game :

* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.

* Chain combos are introduced to add even more depth to each character's fighting style. 

* Throws are harder to use since these are slow and throw-miss animations were added.

* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.


Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hillarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)


Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!


- TIPS AND TRICKS -


One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!


Endings are based on your performance on the game, here are the final bosses you'll face according to how well you do :

1) Poor performance ending boss : Ryuji Yamazaki

2) Average performance ending boss : Jin Chonshu

3) Above average performance ending boss : Jin Chonshu (Jin Chonrei makes a brief cameo at the very end)

4) Good performance ending boss : Jin Chonrei


Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine! :)


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Mai Shiranui : Akoya Sogi

Geese Howard : Kong Kuwata

Sokaku Mochizuki : Kouji Ishii

Bob Wilson : Toshiyuki Morikawa

Hon-Fu : Morikawa Toshiyuki

Blue Mary : Harumi Ikoma

Franco Bash : B. J. Love

Ryuji Yamazaki : Kouji Ishii

Jin Chonshu : Kappei Yamaguchi

Jin Chonrei : Kappei Yamaguchi


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

Sega Saturn (1996, "Garou Densetsu 3 - Aratanaru Tatakai")


* Computers :

PC [Windows 9x]

$end

$info=fatfursp,fatfursa,
$bio

Fatal Fury Special (c) 09/1993 SNK.

Game ID : 0058


Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series! :)

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Garou Densetsu Special" (translates from Japanese as 'Legend of Hungry Wolf Special').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this particular game :

* The combo system has been improved, hit damage has been lessened & the game speed has been increased.

* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki.


Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages! :)


- TIPS AND TRICKS -


* Fight Against Ryo Sakazaki : Beat the game without losing a single round. You'll face against Art of Fighting's main character Ryo Sakazaki as a powerful extra boss! (Check out all the Art of Fighting characters in Ryo's stage!) :)


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Producer : Eikichi Kawasaki

Planners : Tsukamichi-2 (Main), Chinta, Deru-Deru

Object designers : Higashipon Mega, Tsuzakingyo (Main), Tony J Oki, Lionhert 31, Heitarou

Demo sketch : Tsuka

Scroll & Demo : Moriyan No. 16th, Somatoreeno (Main)

Programmers : Yamatan GT-X (Main), Narutaki, EP82Boy., Speaker.R

Sound creators : Shimizm, Yamapy 1, Jojouha Kitapy


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Jun Hashimoto

Joe Higashi : Katsuhisa Namase

Mai Shiranui : Akoya Sogi

Big Bear : Dango Takeda

Cheng Sinzan : Jun Hashimoto

Laurence Blood : Katsuhisa Namase

Axel Hawk : Michael Beard

Billy Kane : Katsuhisa Namase

Wolfgang Krauser : Michael Beard


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Game Gear (1994)

SNK Neo-Geo CD (1994)

Sega Mega CD (1995)

NEC PC Engine Super CD

$end

$info=fatfurwa,
$bio

Fatal Fury Wild Ambition (c) 1998 SNK.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- PORTS -


Consoles:

Sony PlayStation (1999)

$end

$info=fax,faxa,
$bio

Fax (c) 06/1983 Exidy.


Who? When? What? Where? Why? Fax is a trivia game that asks questions about : general knowledge, sports, history and entertainment. This game has a simple four button interface (A, B, C, and D)


- TRIVIA -


Fax came in what was essentially a jukebox cabinet (with a black and woodgrain finish). This was probably because Exidy had hoped to sell this machine to a different market than its normal arcade games. It has a 9'' monitor mounted in the center (with a 'Fax' logo on the monitor bezel), and a row of buttons on each side of the screen. Sales of this title were limited a bit by its $2495 price tag (USD), which was a good $500 over the average arcade game price at the time.


This game ran on the Exidy 6502 hardware and used an advanced (proprietary), compression algorithm to hold nearly 3700 questions in a tiny amount of EPROM space (roughly 128K, which was still a huge amount of storage in 1983, which was why this game was so expensive). Exidy also sold several EPROM replacement kits that provided new questions, but they sold very poorly, and are nearly impossible to find today.


- SERIES -


1. Fax (1983)

2. Fax II


- STAFF -


Written by : Vic Tolomei, Larry Hutcherson

Art by : Mike Craven


- PORTS -


* Computers :

Apple II

$end

$info=feversos,
$bio

Fever SOS (c) 09/1998 Cave.

Game ID : CV01


Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party!


- TRIVIA -


Licensed to Nihon System for distribution.


This game is known in Japan as "Dangun Feveron".


Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998.


- TIPS AND TRICKS -


* Secret Guest Character (From "Uo Poko") : Insert a coin, press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start


* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously.


- STAFF -


Music composed by : Ryuichi Yabuki, Nanpei Misawa

$end

$info=fcombat,
$bio

Field Combat (c) 1985 Jaleco.

$end

$info=fieldday,
$bio

Field Day (c) 1984 Taito.

Game ID : A23


- TRIVIA -


This game is known in Japan as "The Undoukai".


This game runs on the "40-0" hardware.

$end

$info=fgoal,fgoala,
$bio

Field Goal (c) 1979 Taito.

$end

$info=fightfev,fightfva,
$bio

Fight Fever (c) 06/1994 Viccom.

Game ID : 0060


Eight initially selectable characters face off to become the Tae Kwon Do master! After defeating the absolutely WACKY Master Taekuk, he becomes selectable as well to face off against end boss Karate Kenji.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Korea as "Wang Joong Wang" (translated from Korean as 'King of the Kings').


Fight Fever is Viccom's only game developed and released for the SNK Neo-Geo MVS hardware.


- UPDATES -


The Korean titlescreen has a Korean flag in the background instead of flames.

$end

$info=fghtatck,
$bio

Fighter & Attacker (c) 1992 Namco.


- TRIVIA -


This game is known in Japan as "F/A".


This game runs on the Namco System NA-1 hardware.

$end

$info=fghthist,fghthstw,fghthsta,
$bio

Fighter's History (c) 1993 Data East.

Game ID : MBF


- TRIVIA -


In 1993 Capcom sued Data East for the similarities between Fighter's History & "Street Fighter II - The World Warriors".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History - PCCB-00123) on 18/06/1993.


A Fighter's History unit appears in the 1998 movie 'The Replacement Killers'.


- SERIES -


The following only applies to the Japanese version of Fighter's History :


1. Fighter's History (1993) 

2. Fighter's History Dynamite (1994) 

3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom, Japan only release) 




The following only applies to non-Japanese version of Fighter's History :


1. Fighter's History (1993) 

2. Karnov's Revenge (1994) 

3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom, Japan only release)


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

$end

$info=ftimpcta,
$bio

Fighter's Impact Ace (c) 1997 Taito.


- TRIVIA -


This game runs on the Taito FX-1B hardware.

$end

$info=fghtbskt,
$bio

Fighting Basketball (c) 1984 Paradise.

$end

$info=ffantasy,ffantasa,
$bio

Fighting Fantasy (c) 1989 Data East.


The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades.


- TRIVIA -


This game is known outside Japan as "Hippodrome".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- STAFF -


Game designers : Marcy Eiko, Dotman

Hardware : Darkness K.K

Programmers : Susan, Vince Y., TAC. H

Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi, Hiroyuki

Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton

$end

$info=fhawk,fhawkj,
$bio

Fighting Hawk (c) 1988 Taito.

Game ID : B70


The player controls his fighting plane 'Falcon' and fights against enemies in each round of grassy plain, iceberg, glacier, snowfield and city. His final aim is to shoot down the enemy's snowfield newest bomber 'Dragon Hat'.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Taito L System hardware.


- SERIES -


1. Flying Shark (1987)

2. Fighting Hawk (1988)

3. Fire Shark! (1990)

$end

$info=fgtlayer,
$bio

Fighting Layer (c) 1998 Arika.


A one-on-one 3-D fighting game.


- TRIVIA -


Licensed to Namco for distribution.


This game runs on a Namco System 12 hardware.

$end

$info=fightrol,
$bio

Fighting Roller (c) 1983 Kaneko.


- TRIVIA -


Licensed to Taito for Japanese manufacture and distribution.


This game is known outside Japan as "Roller Aces".

$end

$info=ftsoccer,
$bio

Fighting Soccer (c) 1988 SNK.


- STAFF -


Directer & Designer : Buri

Program designer : Tomohide

Sound director : Kenny!

Sound creators : Aran Lee, Tarkun, Oh-Chan!

Soccer mania : Konny!

Art designers : Tsunesan, Riikuni

Hardware : Nishide, Ebara

Advisers : Daimajin Bucho, Kitasan, Tama

Producer : Eikichi Kawasaki


- PORTS -


* Computers :

Commodore Amiga (1989)

Atari ST (1989)

Commodore C64 (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

$end

$info=fvipers,
$bio

Fighting Vipers (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2B hardware.


Bahn is an homage of Jotaro Kujo from the manga Jojo's Bizarre Adventure.


PolyGram released a limited-edition soundtrack album for this game (Fighting Vipers Original Sound Track - POCX-1030) on 25/03/1996.


- TIPS AND TRICKS -


* Secret Surprise : Play the game as Candy (a.k.a. Honey) in two player mode until the 'win' counter above your energy bar reads 100 or more. Once candy has 100 wins or more, have your opponent knock off candy's lower body armor; instead of just losing her leg armor her skirt will dissapear too. Note : If both players are playing candy then they can both lose their skirts in this fashion.


* Play As B. Mahler : This trick will only work on fighting vipers that have 15,000 matches played on them; the only way to determine if your machine meets these requirements is to access the bookkeeping menu screen during test mode. At the character select screen, wait for the clock to count down to the 9-second mark, then quickly press and hold the Start button and Up on the joystick. While continuing to hold Start and Up, nudge the joystick to the upper Left or upper Right to move the cursor to the opposite side of the screen, one character at a time (on the player 1 side, start with grace and move to the right; if you are player 2 start with rickey and move left). Remember to always hold the Start button and keep the joystick Up between while moving the cursor. When you pass the last character on the opposite center, the cursor should go off the screeen and the character portrait should be that of the boss B. Mahler.


- SERIES -


1. Fighting Vipers (1995)

2. Fighting Vipers 2 (1998)


- STAFF -


Music composed by : David Leytze


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=finlarch,
$bio

Final Arch (c) 1995 Sega.


- TRIVIA -


This game is known outside Japan as "Super Major League".


This game runs on the Sega Titan Video hardware (STV).

$end

$info=finalb,finalbj,finalbu,
$bio

Final Blow (c) 04/1988 Taito.

Game ID : B82


- TRIVIA -


This game runs on the Taito F2 hardware.


- STAFF -


Software : Ichiro Fujisue, Masaya Kinoshita, Yuichi Ohnogi, Takayuki Ishiwata

Character designers : Yukiwo Ishikawa, Kazuhiro Numata

Hardware : Katujiro Fujimoto, Minoru Yoshimura

Cabinet : Hisayuki Yamaguchi, Yoshihiro Akiyama

Art designer : Akio Nomura

Sound : Zuntata Sound Team

Game designers : Yukiwo Ishikawa, Kazuhiro Numata


- PORTS -


* Consoles :

Sega Mega Drive (1990)

FM Towns Marty


* Computers :

Commodore C64 (1991)

Atari ST (1991)

Commodore Amiga (1991)

$end

$info=ffight,ffightu,ffightj,ffightj1,
$bio

Final Fight (c) 12/1989 Capcom.


After "Double Dragon", Final Fight became the benchmark of the beat-'em-up genre, with a nice variety of characters, large sprites and detailed backgrounds. A true classic of the genre!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game was originally billed as the sequel to "Street Fighter" called 'Street Fighter '89'. While the game had become a major hit in its own right, Capcom decided to change the name to 'Final Fight' and save the "Street Fighter" name for another game, two years later.


This game runs on the Capcom Play System hardware (CPS).


Guy's name is written with the kanji meaning 'victory song'.


The enemy character Andore and all his clones (Andore Jr., U. Andore, F. Andore and G. Andore) are Capcom's homage to the now late WWF Champion, Andre Rene Roussimoff aka 'Andre the Giant'.

Other characters such as Axl and Slash are parodies as well, being from the band 'Guns N' Roses'.

Poison is taken from the homonymous glam group of eighties in which the singer used to have a similar hat to the bitch in the game.

Abigail is an album of Mercyful Fate, whose singer (King Diamond) resembles the character in the game.

Sodom is a famous German thrash metal band born in the eighties.


The enemy character Two P appear in "Forgotten Worlds" as the second player ('Two P' for 2P, 'Player 2').


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.


- UPDATES -


The Japanese version has an additional scene that shows Jessica in underwear on the TV. This scene was removed in all non-Japanese versions of Final Fight.


- TIPS AND TRICKS -


* Special Endings : Finish the game without having to continue to see an additional credit sequence (meet the staff).


- SERIES -


1. Final Fight (1989)

2. Final Fight 2 (1993, Nintendo Super Famicom)

3. Mighty Final Fight (1993, Nintendo Famicom)

4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan)

5. Final Fight Revenge (1999)


- STAFF -


Planner : Pon G, Akira Nishitani (Nin), Akinam

Programmers : Kanekon, Shin, Tomiyan, Yokoyan

Character designers : S.Y., Tissue, Prince

Backgrounds designers : Mikman, Okachan, Fukumary, Nissui

Music : Youki Chan's papa


- PORTS -


* Consoles :

Nintendo Super Famicom (1991, "Final Fight" and 1992, "Final Fight Guy")

Sega Mega CD (1993, "Final Fight CD") 

Nintendo Game Boy Advance (2001, "Final Fight One") 


* Computers :

Commodore C64 (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

Sinclair ZX Spectrum (1991)

Sharp X68000 (1992)

$end

$info=ffreveng,
$bio

Final Fight Revenge (c) 1999 Capcom.


- TRIVIA -


This game was created by Capcom USA, not the main Japanese branch.


This game was a disappointment to many fans of the original "Final Fight", the original was a 2D side-scrolling beat-em' up, 'Revenge' is a 3-D versus fighting game, like "Street Fighter EX", only not as good.


This game runs on the Sega Titan Video hardware (STV).


If you are using Cody and defeat your opponent with the 'Punch-out' super move, you get a special 'You're already dead' victory pose that is a direct rip-off of 'Hokuto no Ken' (aka 'Fist of the North Star').


- SERIES -


1. Final Fight (1989)

2. Final Fight 2 (1993, Nintendo Super Famicom)

3. Mighty Final Fight (1993, Nintendo Famicom)

4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan)

5. Final Fight Revenge (1999)


- PORTS -


* Consoles :

Sega Saturn (2000) : was the last game produced for that system.

$end

$info=finallap,finalapd,finalapc,finlapjc,finlapjb,
$bio

Final Lap (c) 12/1987 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


Final Lap is the first multi-player, multi-cabinet networked arcade racing game. Multiple cabinets can be connected to allow up to eight players to join in the same race.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.


In 1990, Philip Morris, the tobacco conglomerate, filed a lawsuit claiming copyright infringement against Namco because this game featured a Marlboro billboard, which was found on the real-life Suzuka and Monaco tracks. Philip Morris was under investigation at the time for their role in preteen smoking and the appearance of one of their brands in games aimed towards children and teens did not help their image. Namco was forced to pay a settlement.


- TIPS AND TRICKS -


* A Trick To Get A Better Times : Play a multi-player game! In a multi-player game, the computer cars are less frequent and allow better lap times.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

4. Final Lap (1987)

5. Final Lap 2 (1990)

6. Final Lap 3 (1992)

7. Final Lap R (1993)


- STAFF -


Music composed by : Shinji Hosoe


- PORTS -


* Consoles :

Nintendo Famicom (1988)


* Others :

LCD handheld game (1987) released by Namco.

$end

$info=finalap2,finalp2j,
$bio

Final Lap 2 (c) 08/1990 Namco.


Ride with the winners!


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

4. Final Lap (1987)

5. Final Lap 2 (1990)

6. Final Lap 3 (1992)

7. Final Lap R (1993)

- STAFF -


Music composed by : Shinji Hosoe

$end

$info=finalap3,finalp3a,
$bio

Final Lap 3 (c) 09/1992 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

4. Final Lap (1987)

5. Final Lap 2 (1990)

6. Final Lap 3 (1992)

7. Final Lap R (1993)


- STAFF -


Music composed by : Masahiro Fukuzawa

$end

$info=finalapr,
$bio

Final Lap R (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System FL hardware.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

4. Final Lap (1987)

5. Final Lap 2 (1990)

6. Final Lap 3 (1992)

7. Final Lap R (1993)

$end

$info=fround,froundl,
$bio

Final Round (c) 11/1988 Konami.

Game ID : GX870


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Hard Puncher - Ketsumamireru no Eikou".


This game runs on the Konami Twin 16 hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.


- STAFF -


Total director : H. Tsujimoto

Game programmer : G. Suzuki

Assistant programmer : Tadasu Kitae

Character designer : K. Nakamura

Graphic designers : K. Ishimoto, K. Hattori

Visual designer : A. Nonami

Sound designer : S. Tasaka

Music composer : Motoaki Furukawa

Electric architect : K. Hashima

Electronic architect : M. Hiraoka

Package designer : F. Shibuya

Manager : K. Hiroshita

$end

$info=fstarfrc,
$bio

Final Star Force (c) 09/1992 Tecmo.


- SERIES -


1. Star Force (1984)

2. Final Star Force (1992)


- STAFF -


Programmers : Mae-Yan, Laplace, Jun

Mechanical designers : Kazu Tomita, Bon, Hamali Tel, Sato Dou!, Kotoe Murasaki

Background designers : Nawa Lin, Satoru, A. Haruno, Bon, Hamali Tel, Sato Dou!, Kazu Tomita, B. F. R

BGM composers : Wakasugi Matsuri, Yamasan, Kaorin, Rikarin BZ, Rio

Sound effects : Wakasugi Matsuri

Artwork Designer : Maru-Kata

$end

$info=finalizr,finalizb,
$bio

Finalizer - Super Transformation (c) 12/1985 Konami.


- TRIVIA -


This game runs on the "Double Dribble" hardware.

$end

$info=findlove,
$bio

Find Love - Zenkoku Seifuku Bishoujo Grand Prix (c) 1995 Sega.


A Japanese slide puzzle game featuring lots of anime style ladies.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


Daiki released a Japan Uniform Girls collection of 'Find Love' trading cards.


- SERIES -


1. Find Love - Zenkoku Seifuku Bishoujo Grand Prix (1995)

2. Find Love 2 - The Prologue (04/06/98, Sega Saturn)

3. Find Love 2 - Rhapsody (26/11/98, Sega Saturn)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=findout,
$bio

Find Out (c) 1987 Elettronolo.


Italian game with the same concept as "Wheel Of Fortune".

$end

$info=finehour,
$bio

Finest Hour (c) 09/1989 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Finest Hour is the first game from Namco where the hero is a robot.


Victor Entertainment released a limited-edition soundtrack album for this game (Finest Hour : Namco Game Sound Express Vol.3 - VICL-15004) on 21/09/1990.


- STAFF -


Produced by : S. Yokoyama

Development directed by : S. Okamoto

General agent : K. Matsuoka

Management by : S. Sakurai

Marketing investigated by : Toshio Natsui

Superviser of test play : Y. Seto

Directed and programmed by : K. Nikaido

Character designers : Y. Teshima, T. Kinoshita, K. Yanagihara, S. Sasaki

Graphic designers : N. Yanagisawa, H. Fukuda, M. Fukuoka, M. Nagashima

Development supported by : M. Kato

Music composed by : Katsurou Tajima

Logotype desgned by : N. Abe

Lyrics translated by : R. Okamoto

Publicity poster arranged by : H. Kuwahara

Presidental advisor : E. Sato

Graphic utility distribution : A. Nagamatsu

Coordinate supported by : E. Saita, Y. Honda

$end

$info=firebarr,
$bio

Fire Barrel (c) 1993 Irem.


- TRIVIA -


This game runs on the Irem M-107 system hardware.


- STAFF -


Game designer : Shaka

Programmers : Denchan, R&R Aya

Designers : Maccoy, Yamachin, Core_1

Sound B.G.M : Rikei

Sound effects : Hiya

$end

$info=firebatl,
$bio

Fire Battle (c) 1984 Taito.


- TRIVIA -


This game represents Taito's answer to Namco's "Xevious".

$end

$info=firehawk,
$bio

Fire Hawk (c) 2001 ESD.


- TRIVIA -


The jet selection screen music was ripped from the first stage music of the early SNK Neo-Geo MVS shoot-em-up game "Andro Dunos".


- STAFF -


Director: James Park

R&D Manager: Cho Nam Jun

Main Program: Oh Kyung Hun

Sub Program: Lee Hyun Chul

Main Graphic: Seo Min Gun

Sub Graphic: Kim Sun Yung, Lee Won Hee, Lee Youl

DB Setting: Han Ji Ho

$end

$info=fireone,
$bio

Fire One! (c) 11/1979 Exidy.


- STAFF -


Designed and programmed by : David Rolfe, Ted Michon, Susan Ogg


- PORTS -


* Computers :

Commodore C64 (1983)

Atari 800 (1983)

$end

$info=fireshrk,
$bio

Fire Shark! (c) 1990 Toaplan.

Game ID : TP-017


- TRIVIA -


Licensed to Romstar for USA distribution.


This game is known in Japan as "Same! Same! Same!".


- UPDATES -


The Japanese version, Same! Same! Same! is different :

* You can only play one player at a time.

* When you get hit you start over a bit behind where you left off.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dipswitches' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- SERIES -


1. Flying Shark (1987)

2. Fighting Hawk (1988)

3. Fire Shark! (1990)


- STAFF -


Music created by : Masanory Yuge


- PORTS -


* Consoles :

Sega Mega Drive (1990)

$end

$info=firetrap,firetpbl,
$bio

Fire Trap (c) 10/1986 Data East.


- TRIVIA -


The stylized looking flame to the left of the word 'Fire Trap' on the title screen is actually the kanji character 'honoo', which means 'flame'.


- PORTS -


* Computers :

Amstrad CPC (1986)

Commodore C64 (1987)

Sinclair ZX Spectrum (1988)

$end

$info=firetrk,
$bio

Fire Truck (c) 06/1978 Atari.

Game ID : 030926


- TRIVIA -


This game is also known as "Smokey Joe".


- STAFF -


Designed and programmed by : Howard Delman (Howie)

$end

$info=fitfight,
$bio

Fit of Fighting (c) 199?.


A reconstructed sprite-ripped bootleg of "Art of Fighting" with all eight characters selectable in any mode.


- UPDATES -


Fit of Fighting is a very horrible Art of Fighting bootleg :

* FM music.

* No damage in the fighters faces.

* No zooms.

* Poor AI.

* Poor gameplay (you have to execute the special attacks very slowly to get them running!).

* Ripped graphics but reprogrammed from 0.

$end

$info=fitter,
$bio

Fitter (c) 1981 Taito.


The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.


- TRIVIA -


This game is also known as "Round-Up".


This game runs on "The Pit" hardware.

$end

$info=fixeight,fixeighb,
$bio

Fixeight (c) 1992 Toaplan.

Game ID : TP-026


- SERIES -


1. Out Zone (1990)

2. Fixeight (1992)


- STAFF -


Music composed by : Toshiaki Tomizawa

$end

$info=flkatck,
$bio

Flak Attack (c) 08/1987 Konami.

Game ID : GX669


- TRIVIA -


This game is known outside Japan as "MX5000".


This game runs on the "Contra" hardware.

$end

$info=flashgal,flashgla,
$bio

Flashgal (c) 1985 Sega.


Take a stand against crime! As the hyperactive female crime fighter (she just can't stand still!) known as the Flashgal, you'll face many dangers such as helicopters, dogs, thugs & ninjas in order to protect peace, lots of different game styles (beat-em up, shooting, hack & slash, etc.) give this fun game lots of variety!

$end

$info=fpoint,fpointbl,fpointbj,
$bio

Flash Point (c) 1989 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


A bootleg of this game was released by Datsu the same year under the same name.


Flicky makes a cameo appearance as he introduces each round to you!


- PORTS -


* Computers :

MSX

$end

$info=flicky,flickyo,
$bio

Flicky (c) 09/1984 Sega.


When the chicks leave the nest... it's flicky to the rescue!


- TRIVIA -


This game runs on the Sega System 1 hardware.


The game changed name two times during its development : 'First Busty' (!), then 'Flipp' and finally 'Flicky'.


Flicky never really left the Sega scene; wherever Sonic is, Flicky is likely to be seen as well! Flicky is one of the animals that is saved whenever Sonic or one of his buddies destroys a Badnik (Dr. Eggman's robots) in most of the Sonic games.


Flicky literally tags along with Sonic in the Genesis/Saturn game "Sonic 3D Flickie's Island", more widely known as "Sonic 3D Blast".


- STAFF -


Programmed by : Hideki Ishikawa (H.I), Shuichi Katagi (KTG)

Designed by : Yoji Ishii (ICI)

Character Design : Yoshiki Kawasaki (Y.K)

Security by : Shuichi Katagi (KTG)

(M.T) ?


- PORTS -


* Consoles :

Sega SG-1000 (1984)

Sega Mega Drive (1991)

Sega Saturn (1997, "Sega Memorial Selection Vol.1")


* Computers :

MSX (1986)


* Others :

Mobiles phones (2001)

$end

$info=flower,
$bio

Flower (c) 1986 Komax.

$end

$info=flyboy,flyboyb,
$bio

Fly-Boy (c) 10/1982 Kaneko.


Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.


- TRIVIA -


Licensed to Atari under the name of "Fast Freddie".

$end

$info=flyball,
$bio

Flyball (c) 07/1976 Atari.

Game ID : 005629


This game is a very basic implementation of the game of baseball. The graphics are in black and white monochrome, and each side only has a single player (well the pitching team only has the pitcher, but several men can get on base at once). The game uses analog controls to simulate both pitching and hitting, so a smooth motion of the joystick will produce the best results. The pitcher is the only person on the field besides the base runners, so it is often best to make for one base further than the one you would have thrown the ball to (the pitcher has to run after the batter). The game only lasts for one or two innings (depending on how it is set), so each at bat really counts.


- TRIVIA -


Fly Ball came in an upright cabinet that was neon green and white, with sideart of baseball players in action. The marquee matched the cabinets sideart almost exactly, and used the same color scheme. The game used an unadorned white monitor bezel, which was rather unusal as most games either have black ones, or decorated ones. The control panel featured two smallish analog joysticks, and a single action button for each player. Fly Ball used an M6502 CPU running at a smoking hot .76 Mhz! This game uses a 23'' black and white television as a monitor.


- STAFF -


Designed and programmed by : Dave Shepperd

Design and programming assistant : Rich Patak

$end

$info=fshark,fsharkbt,
$bio

Flying Shark (c) 03/1987 Toaplan.

Game ID : TP-007


- TRIVIA -


Licensed to Taito.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.


This game is known in Japan as "Hishou Zame" and in US as "Sky Shark".


- SERIES -


1. Flying Shark (1987)

2. Fighting Hawk (1988)

3. Fire Shark! (1990)


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Fujitsu FM Towns


* Computers :

Amstrad CPC (1987)

Sinclair ZX Spectrum (1987)

Atari ST (1988)

Commodore Amiga (1988)

Sharp X68000 (1991)

Commodore C64

$end

$info=foodf,foodf2,foodfc,
$bio

Food Fight (c) 1982 Atari.

Game ID : 136020


The player, as Charley Chuck, must dodge all kinds of flying fruit and vegetables and try to eat an ice cream cone before it melts. How many ice cream cones can he eat? Your players will soon find out in this incredible video feast. As an ice cream cone melts on the other side of the screen, Charley Chuck just naturally has to go for it, But he must get past Oscar, Angelo, Jacques and Zorba, four chefs who unexpectedly pop out of holes, chase Charley Chuck and throw food at him. They all have different personalities and they're all out to stop Charley Chuck if he isn't fast enough. There are piles of tomatoes, peas, bananas, pies and watermelon Charley Chuck can use to defend himself from the persistent chefs. The player controls Charley Chuck with an analog joystick which allows 360° movement on the playfield, and a Throw button, used when Charley Chuck needs to throw food at one of the chefs. 


- TRIVIA -


Food Fight was designed for Atari by General Computing as part of a lawsuit settlement for an illegal speedup kit for "Missile Command", in which they affixed their copyright. This was one of two games; "Quantum" was the other. Inspired by the food fight scene in National Lampoon's Animal House.


This game has 125 recognized levels. On level 125 on the selection screen, it gives you the requisite free man with a ? above his head. While there are levels after 125, the game counter will not go that high.  It should be noted that the gameplay on this high a level is very reflex/twitch oriented. Only those with ice coursing through their veins can decipher the action on the screen.


The game code shares a hidden message : HI JON.


Approximately 2,050 units were produced (only ~100 cocktail).


A Food Fight unit appears in the 1985 movie 'Real Genius'.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- TIPS AND TRICKS -


Free men are awarded at 25,000 and at 100,000 thereafter.


The best way to get the ice cream in the later levels (level 85 or above) is to use the diagonal method. If you are placed close to a corner, run diagonally toward the lower wall and then diagonally upward toward the cone. Hopefully there will be some food placed between you and the chefs. 


In later levels, it is NOT advised to try and target the chefs coming toward you. The only chef you need to concentrate on is the one running toward the ice cream in front of you.


- PORTS -


* Consoles :

Atari 7800 (1984)


* Computers :

Atari 800 (1987)

$end

$info=footchmp,
$bio

Football Champ (c) 03/1991 Taito.

Game ID : C80


- TRIVIA -


This game is known in Japan as "Hattrick Hero" and in Europe as "Euro Champ '92".


This game runs on the Taito F2 Expanded hardware.


- SERIES -


1. Football Champ (1991)

2. Taito Cup Finals (1993)

3. Hattrick Hero '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


'Team dogyan' leader : Takeshi Kobori

Planner : Takeshi Kobori

Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock

Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa

System : Yuuichi Yamato

Designers : Hiroyasu Nagai, Takeshi Kobori

Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe

$end

$info=fbfrenzy,
$bio

Football Frenzy (c) 01/1992 SNK.

Game ID : 0034


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Eikichi Kawasaki

Chief designer : Tomomi M

Designers : Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu, Tami Sugiura

Main programmer : Makoto

Programmers : Data Tada, Masami

Sound : Tina Terko, Tate Norio, Jojoha Kitapy


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=forgottn,
$bio

Forgotten Worlds (c) 07/1988 Capcom.

Game ID : 88621B-2


In the future, a powerful enemy force has seized an inhabited planet now known as the Dust World and it is up to two unknown soldiers to try to obliterate the invaders and restore their planet's former name : 'Earth'. Features excellent graphics with awesome enemy designs, LOTS of weapons to buy and a solid challenge!

Controlled with an 8-way joystick, a spinner and one button.


- TRIVIA -


This game is known in Japan as "Lost Worlds".


This game runs on the Capcom Play System hardware (CPS).


Forgotten Worlds is NOT the sequel to "Black Tiger" but he shares several similitudes with it : In both games the player must fight dragons, collect 'ZENNY' money and buy weapons and armour in shops. Also, both games have intros depicting dragons attacking cities.


The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character would appear in "Final Fight" as an enemy member of Mad Gear. He was then called 'Two P' (for 2P, 'player 2').


- STAFF -


Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto

Soft programmers : Youchi, Noriko, Takako, Nouchi

Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro

Scroll designers : Mikichan (Mik), Hanachan, Kuramoyan, Nouochan, Black man

Sound : Tamayo Kawamoto, Yukichan, No papa

Hardware : Shinji Kuchino

Mechatronics : Katuhiko Kamimori


- PORTS -


* Consoles :

Sega Mega Drive (1989)

NEC PC Engine (1992)

NEC PC Engine Super CD-ROM 2 System (1992)

Sega Master System


* Computers :

Commodore Amiga (1989)

Commodore C64 (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Atari ST (1989)

PC [MS-DOS, 3.5'" Disks] (1988)

$end

$info=formatz,
$bio

Formation Z (c) 1984 Jaleco.


The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Aeroboto" (Licensed to Williams).


- PORTS -


* Consoles :

Nintendo Famicom (1985)


*Computers

MSX

$end

$info=fourtrax,
$bio

Four Trax (c) 11/1989 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.


- STAFF -


Music composed by : Junko Ozawa, Yoshie Takayanagi

$end

$info=freekick,freekckb,
$bio

Free Kick (c) 1987 Nihon System.


- TRIVIA -


Licensed to Sega.

$end

$info=freeze,
$bio

Freeze (c) 10/1984 Cinematronics.

$end

$info=frenzy,
$bio

Frenzy (c) 05/1982 Stern.


Frenzy consists of many levels, which are each a little maze of rooms, populated by robotic skeletons, robotic octopi and walls. Everything is deadly, touching anything (wall, robot, laser shot, your own shot, Evil Otto, etc) will kill you. The object is to shoot all the robots, and then escape out of the room through one of the doorways. Good luck in your attempt to defeat this game. It has 64,000 levels, at the end of which the game will crash. Not that anyone has ever made it that far in real life.


- TRIVIA -


Frenzy speaks to you as you play (many of the samples were copied over from "Berzerk"). It has a voice synthesizer that spouts lots of little phrases like 'Stop the Humanoid', 'Stop the Intruder', 'Intruder Alert', 'Chicken! Fight like a Robot', and 'The humanoid must not escape'. These were done in a monotone computer voice, which was difficult to understand when combined with other in-game sounds (The voices were actually done using LPC encoding, which cost $1000 per word back in 1980). These phrases were also translated into several European languages (Spanish, French, and German) for release in Europe.


The Frenzy cabinet had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. Frenzy machines are bright orange, and are not as cool looking as "Berzerk" machines were. The graphics are mostly done in blue, yellow, and orange, and are just simple designs for the most part.


This is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall, robot, laser blast, etc, will cause part of that object to change to your color.


This title uses a Z80 processor, and the CPU board is a direct plug in for the game "Berzerk" (the rest of the boards in the set are identical).


- SERIES -


1. Berzek (1980)

2. Frenzy (1982)


- STAFF -


Designed and programmed by : Alan McNeil


- PORTS -


* Consoles :

Colecovision (1982)

$end

$info=friskyt,friskyta,
$bio

Frisky Tom (c) 10/1981 Nichibutsu.


- UPDATES -


Differences in new/old version of Frisky Tom :

* The lady wears a bikini in new version.

* Game config is backed up by 4.5v battery in old version.

* Old version uses larger board.


- PORTS -


* Consoles :

Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")

Atari 5200

Nintendo Game Boy

$end

$info=frogg,froggers,
$bio

Frog (c) 1981.


- TRIVIA -


This bootleg exists both on the "Scramble" hardware and on the "Galaxian" hardware.

$end

$info=frogger,frogseg1,frogseg2,froggrmc,
$bio

Frogger (c) 06/1981 Konami.

Game ID : GX392


Home may look like it's only a hop, skip and a jump away, but looks can be deceiving. First, there's a dangerous highway to hop across, full of fast-moving cars and trucks. Then there's a swirling river to leap, full of frog-eating creatures.


- TRIVIA -


Most classic arcade games seem to have some fantastic story attached to them. Like how the programmers just finished writing the code ten minutes before the first machine was scheduled to be loaded onto the truck to go to the consumer electronics show. Or how the programmer found inspiration in a box of pizza. Sadly enough Frogger doesn't have any stories like that. Konami just decided to make a frog game, and Sega bought it from them.


Frogger achieves dramatic success after its summer 1981 release in Japan and early 1982 release in the States, where Sega capitalizes on the product.


The sound made when you insert a coin in Frogger was sampled by producer Richard X for the Sugababes' song 'Freak Like Me' (and is the very first sound on the track).


A Game Full Of Bugs : This game is filled with bugs, although many of them are not apparent to the average player.

* Sections of the music will occasionally cut out from time to time (but the main melody will continue to play). Speaking of music, for some reason the in-game music is much longer than you can possibly listen to before the time runs out.

* The game seems to have been programmed a bit backwards when it comes to collision detection. A side effect of this is that sometimes making a perfectly legal and safe jump will kill you. Another side effect of this is that you can jump up onto the first row of turtles, and then immediately jump back. You will be 'off the grid', and you can jump right off the side of the screen (which will kill you).

* There are a few other odd jumps you can make as well. First, you can hang off the left side of a turtle, but attempting to do the same on the right side results in death. If you jump onto a home base with an alligator (and the gator vanishes after you jump, but before you land), your frog will die, but he will also make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual (for no apparent reason).

* Another bug is that the lady frog will sometimes be invisible, but will flash red when you jump on the spot where she is.


Licensed to Sega for US distribution (10/1981). Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit.


A Frogger unit appears in the 1999 movie 'Magnolia'.


A bootleg of this game is known as "Frog".


Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album.


An episode of Seinfeld (a classic TV show) had a parody of the game - an overhead shot of a man attempting to wheel a Frogger arcade cabinet across a busy street. The scene ended with the cabinet being smashed apart by a truck - quite traumatic to watch.


MB (Milton Bradley) released the same year a boardgame based on this video game (same name) : In this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with "bonus points" for landing on flies, this is actually a pretty faithful interpretation of the video-game; but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything.


- TIPS AND TRICKS -


* This isn't a cheat or an easter egg - it's just an interesting quirk : Watch the Frogger demo, and when the frog gets to the last log, the player has control over him for the very last move. You can verify this by jumping backwards rather than forwards!


- PORTS -


* Consoles :

Colecovision (1982)

Atari 2600 (1982)

Mattel Intellivision (1983)

Atari 5200 (1983)

Atari XEGS

Sony PlayStation (1997)

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")

Magnavox Odyssey 2

Nintendo Game Boy


* Computers :

Sinclair ZX Spectrum (1981, "Froggy")

Sinclair ZX 81 (1982, "Froggy")

PC [MS-DOS] (1983)

MSX (1983)

Acorn Electron (1984, "Hopper")

Amstrad CPC (1985, "Froggy")

Oric I ("Hopper")

Commodore VC20 ("Menagerie")

Atari 800

Commodore C64

Apple II


* Others :

VFD handheld game (19??) released by CGL (Computer Games Limited).

VFD handheld game (1981) released by Coleco.

VFD handheld game (19??) released by Gakken.

$end

$info=frogs,
$bio

Frogs (c) 10/1978 Gremlin.

Game ID : 112-119


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=frontlin,
$bio

Front Line (c) 11/1982 Taito.

Game ID : FL


- TRIVIA -


This game runs on the Taito SJ System hardware.


A Front Line unit appears in the 1983 movie 'Joysticks'.


- PORTS -


* Consoles :

Atari 2600

ColecoVision


* Computers :

MSX (1984)

$end

$info=fjbuster,
$bio

Fujiyama Buster (c) 1992 Kaneko.


- TRIVIA -


This game is known outside Japan as "Shogun Warriors".

$end

$info=fullthrl,
$bio

Full Throttle (c) 1987 Taito.


- TRIVIA -


This game is known outside Japan as "Top Speed".


This is Taito's response to Sega's "Out Run".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Project leader / Game designer : Hiroyuki Sakou

Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi

Music composer : Masahiko Takagi

Sound effects : Eikichi Takahashi

Sound adviser : Hisayoshi Ogura

Hardware designer : Masahiro Yamaguchi

Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada

Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu

Mechanical designer : Tomio Suzuki

Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi

Cabinet designer : Taked Shiraishi

Art designer : Hiroyasu Nagai

$end

$info=funkybee,
$bio

Funky Bee (c) 1982 Orca.

$end

$info=fnkyfish,
$bio

Funky Fish (c) 11/1981 Sun Electronics.


- PORTS -


* Consoles :

Atari 2600 (1983)

$end

$info=fhboxers,
$bio

Funky Head Boxers (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=funkyjet,
$bio

Funky Jet (c) 1992 Data East.

Game ID : MAT


- TRIVIA -


Licensed to Mitchell.

$end

$info=funybubl,
$bio

Funny Bubble (c) 01/1999 Comad.


A "Puzz Loop" rip-off.


- TRIVIA -


At the end credits '(c) 1999.1 INCHANG Electronics Co.' is shown.


- STAFF -


Director : J. K. Y.

Project by : Lee Sung Sool

Program by : Kim Byung Kyu, Lee Chang Yong, Park Young Hwan

Graphic by : Lim Su Jin, Sung Myung Sock, Kim Du Su, Kim Doc Soo, Chang Eun Jung, Lee Youn Kyung

Surport : Lee Sung Hee

$end

$info=funnymou,
$bio

Funny Mouse (c) 1982 Chuo.


- TRIVIA -


This game is also known as "Super Mouse".


This game runs on "The Pit" hardware.

$end

$info=funystrp,
$bio

Funny Strip (c) 199? Microhard / MagicGames.

$end

$info=futspy,
$bio

Future Spy (c) 10/1984 Sega.


- TRIVIA -


This is a rare game. It existed only as a conversion kit for "Zaxxon".

$end

$info=gdarius,
$bio

G-Darius (c) 1997 Taito.


- TRIVIA -


This game runs on the Taito FX-1B hardware.


- SERIES -


1. Darius (1986)

2. Darius II (1989)

3. Darius Twin (1991, Nintendo Super Famicom)

4. Darius Force (1993, Nintendo Super Famicom)

3. Darius Gaiden - Silver Hawk (1994)

4. G-Darius (1997)

5. G-Darius ver.2 (1997)


- STAFF -


Producer : Naomitsu Abe

Director : Naomitsu Abe, Makoto Ohsaka, Akira Ohtsuki, Makoto Fujita

Character graphics : Makoto Fujita, Tohru Kawaishi, Kenichi Morita, Hiroshi Hasegawa, Toshihiro Fukui, Ryosuke Hayase, Atsushi Horimizu, Yatta Ushiroda, Baw Baw

Program : Akira Ohtsuki, Nobuyuki Hayashi, Katsuyuki Fujita, Takafumi Fujimoto, Hirohisa Matsumura, Hiroyuki Maruyama, Hikaru Taniguchi, Yasutaka Hayashi, Shunsuke Ono, Masakazu Takeda, Harumi.K, Hirotaka Fukakawa, Koji Kato, Hitoshi Kozuka

Music : Hisayoshi Ogura (Zuntata)

Sound effects : Yukiharu Urita (Zuntata)

Hardware : Katsumi Kaneoka

Design works : Naoto Hashizume

Quality warranty : Nobuhiro Koyama, Eiji Kawabata, Makoto Obonai


- PORTS -


Consoles:

Sony PlayStation (1998)

$end

$info=gdarius2,
$bio

G-Darius ver.2 (c) 1997 Taito.


- TRIVIA -


This game runs on the Taito FX-1B hardware.


- SERIES -


1. Darius (1986)

2. Darius II (1989)

3. Darius Twin (1991, Nintendo Super Famicom)

4. Darius Force (1993, Nintendo Super Famicom)

3. Darius Gaiden - Silver Hawk (1994)

4. G-Darius (1997)

5. G-Darius ver.2 (1997)

$end

$info=gijoe,gijoeu,gijoej,
$bio

G.I. Joe - A Real American Hero (c) 05/1992 Konami.

Game ID : GX069


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on a "Xexex" based hardware.


Based on the cartoon and comic book series of the same name.


King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.


- STAFF -


Director : Formula Jun

Game programmers : Q16.Tsutsui, T. Yoshinobu, Masae Nakashima

Graphic designers : Sakura 28, M. Yamada, M. Yamashita

Sound designers : T. Ogura, K. Fukui

Hardware : Hashima, Y. Wajiki

Product designer : T. Nishimura

$end

$info=gaia,
$bio

Gaia Crusaders (c) 1999 Noise Factory.


As one of five elemental warriors, fulfill your destiny by destroying an army of demons that now populate the world. Features great graphics & sound, an easy-to-use combo-geared control layout and lots of weird looking enemies to beat!


- TRIVIA -


This is the first Noise Factory game.


- UPDATES -


When the DIP switch is set to English, the Japanese subtitle written in kanji underneath the title reads 'Seisensha'. This could be translated (rather clumsily) to 'Journeying Soldier' or (to the better sounding) 'Crusader' for this partiuclar instance, since there is a religious overtone in the prologue of the game, even though the Japanese word 'Seisensha' is as secular as the word 'chair' and doesn't contain a underlying religious meaning such as with the case of the word 'Crusader'.

When the DIP switch is set to Japanese, the Japanese subtitle is just the title of the game written in katakana, which is read as 'Gaia Kuruseidaazu'.


- STAFF -


Producer : Ijyu Keiko

Planner : Yamamoto Jun

Main programmer : Ezato Kazuaki

Enemy programmer : Mamoto Hidenari

Character designers : Maeda Masuhiro, Isiguro Nana, Nisikawa Yosikazu, Morita Haruhiko

Background designers : Ijyu Keiko, Nakai Yuka

Voices : Tanaka Tosikazu, Maeda Masahiro, Nisikawa Yosikazu, Ezato Kazuaki, Morita Haruhiko, Mamoto Hidenari

Sound producer : Tanaka Tosikazu

$end

$info=gaiapols,
$bio

Gaiapolis - Koganedaka no Ken (c) 1993 Konami.

Game ID : GX123


A far away land filled with monsters and under the hand of an evil king is on the edge of destruction. Only a small group of brave heroes (a dragon warrior, a fairy & a prince) dare to step forth to look for lhe legendary sword of the Golden Hawk hidden in the flying citadel known as Gaiapolis in order to topple the evil king and bring peace to this troubled land. Features some very nice 2-D graphics, awesome character & enemy artwork designs, a superb soundtrack and addicting hack & slash action with some RPG characteristics (characters & weapons level up, plenty of magic spells & summons). If you enjoyed Taito's Cadash, this game is for you!


- TRIVIA -


The title of this game translates from Japanese as 'Gaiapolis - Sword of the Golden Hawk'.


This game is also known as "Entapous".


This game runs on a "Mystic Warriors" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993.


- STAFF -


Directed by : A.C.D.

Plot and story by : Tadasuke

Programmers : Tadasuke, TOM, Hides

Obj. designers : Shuzilow. Ha!, Idaten. Yasuhiro, Kanaboh. N, Akihito. N

Art directers : Idaten. Yasuhiro

Sound produced by : Technouchi

Music produced by : Prophet Fukami

Hardware : Pin, Tmi, Sanpei.I

Visual designers : Ricky.S, Poper.N


- PORTS -


* Consoles :

Nintendo Famicom (1994) : Unofficial port by Sachen.

$end

$info=gground,
$bio

Gain Ground (c) 1988 Sega.


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=gwarrior,
$bio

Galactic Warriors (c) 11/1985 Konami.


An early fighter where three selectable robots do battle against various space enemies.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.

$end

$info=galaga,galagao,galagamw,galagamk,
$bio

Galaga (c) 09/1981 Namco.


Very similar to "Galaxian", Galaga players control a spaceship and defend themselves from swarms of incoming aliens. Unlike its predecessor, the aliens fly in from outside the screen and enter formation at the top. The player is free to fire at the Galaga aliens as they arrive. Some of these aliens (depending on the level) swoop in and attack the player by dropping bombs or diving at their ship. As soon as all Galaga have entered into formation, sets of one, two, or more ships drop down and attack the player in kamikaze-like dives. Those that are not destroyed return to the top of the screen. The player's ship can only move side to side.


- TRIVIA -


Licensed to Bally Midway for US manufacture and distribution (12/1981).


Although Galaga was a superior game, it didn't sell the large numbers that its predecessor did. One of the first games with a bonus stage.


The game 'rolls over' at 999,990 points. The player 1 score counter is six digits, but the player 2 counter is seven digits. Therefore, most good players start a 2 players game and play exclusively on the player 2 side so their score won't 'roll over' at 999,990. After the 1,000,000 mark, new ships are no longer awarded.


The game 'rolls over' after stage 255. After finishing the 255th level, the screen says 'Stage 0' and the machine locks up.


If you have more than 7 extra men, the marker for the screen will only show 7 1/2 (!) men remaining. Additional extra men will still be credited, even though they won't show on the screen.


Galaga machines came in four formats (not counting bootlegs, which were all different) :

* Upright machines were the most common, and accounted for the vast majority of all Galaga machines. They were in cabinets that were identical to the "Pac-Man"/"Galaxian" design, and most of them were black (although a few white ones were made as well, perhaps they ran out of black paint, or filled up a few left over "Galaxian" cabinets). The sideart consisted of a large oval shaped sticker with an image of one of the buglike enemy ships. Two different marquees exist. The common one is a green 'Galaga' logo on a black background, while the alternate one is a (totally different) gold "Galaga" logo on a white background. The control panel features blue graphics and a single 2-Way joystick, a fire button, and start buttons. Most machines also have a large sticker on the kickplate (front panel), that is another picture of the same bug ship that adorns the side of the machine (this sticker is also available as a repro, but Namco doesn't have any more originals left).

* The mini cabinet is a much smaller copy of the basic upright design (about a foot shorter, a foot shallower, and 6 inches narrower). These are finished in woodgrain and black, and seldom have any sideart. The marquee and control panel graphics match those of the upright.

* The cocktail cabinet is a standard woodgrain Namco cocktail with a small control panel on each end, and some subtle 'Galaga' labels underneath the glass (most cocktail tables look very similar to one another, and this one is no exception). These are generally the most valuable of all the Galaga machines (mainly due to the fact that they don't require a truck to haul, and look smaller in the eyes of the significant other, even though they technically eat a lot more floor space, as they need chairs on both ends.


Namco also produced a 'portable' in very limited numbers. These used smaller screens and were similar in appearance to the little pay televisions that you might encounter in a bus station. They were designed for use on buses and airplanes, although very few of them ever saw service in that way. 


A bootleg of this game is called "Gallag". A hack is known as "GATsBEe".


A Galaga unit appears in the 1983 movie 'WarGames', in the 1984 movie 'The Karate Kid' and in the 1987 movie 'Planes, Trains and Automobiles'.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Right(x5), Left(x6), Right(x3), Left(x7). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.


* Enemy Stop Shooting : On the first stage, kill everything but the two bees in the bottom left corner. Then just wait, dodging the bees' shots, until the bee no longer drops any shots towards you. After the bees stop firing, let it pass for 2 more trips and then kill them. For the rest of the game, the enemies will not drop shots. It will take approximately 15 minutes for the bees to quit shooting at you, so this trick requires a lot of patience. Note : In a 2-player game, only one person has to do the cheat for both players to benefit. But as soon as 1 of the players game is over the bees begin shooting again.


* (BUG) Take The Control Of The Ship For Free : During the Galaga demo, the Galaga character comes down and tries to tractor-beam up the player's ship. As soon as that tractor-beam starts, the player can take control of the ship in the demo. The player has two choices here and this will effect how the game handles this bug : If the player allows himself to be captured, the demo will continue as normal and he has the option of controlling the player ship or not. The player can choose whether to save the captured ship, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the ship and destroys the Galaga with the tractor beam, some of the characters on the screen will freeze while others are still moving and doing what they are suppose to be doing. This will last 15-20 seconds, then the game will go to the high score screen.


* Challenging stages are easier if the high score numbers are used to refine your aim. These tips assume a 6-digit high score :

1) On the first 2 challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list.

2) On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list (if the units come from the left) or between the last and next-to-last numbers (if the units come from the right). This will allow you to hit descending enemies at the highest possible point.


* Here Is A neat (and useless) Galaga Trick : It is possible to end the game with a 200% ratio. The 200% hit-miss ratio trick can only be done with your first shot of the game. When the game starts, don't move, and fire only one shot. If you time it correctly, two enemies will be killed at once. Let your remaining ships be destroyed, and presto : a better-than-perfect result.


- SERIES -


1. Galaxian (1979)

2. Galaga (1981)

3. Gaplus (1984)

4. Galaga '88 (1987)

5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Atari 7800 (1984)

Nintendo Famicom (1988)

Nintendo Game Boy (1995, "Galaga & Galaxian")

Sony PlayStation (1995, "Namco Museum Vol.1")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo Game Boy Advance (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")


* Computers :

Commodore C64 (1982)

MSX (1984)

Fujitsu FM-7 (1985)

Fujitsu FM-77 (1985)

Sharp MZ2500


* Others :

Arcade (1995, "Namco Classics Collection Vol.1")

Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004).

$end

$info=galaga88,galag88b,galag88j,
$bio

Galaga '88 (c) 12/1987 Namco.


You shouldn't have too much trouble with this game if you are familiar with the original "Galaga" (or "Galaxian" or any other similar game). The game is divided into several 'dimensions', which each have their own boss. You can warp to higher levels by collecting warp capsules (they are usually inside the asteroids that litter the later levels). The graphics are several levels above what the original "Galaga" had, although they have a very 'cutesy' look about them, which I happen to like, but not everyone does. When the game begins you get to choose between having single or dual ships. When you pick dual ships you are docked a life, but you begin the game with the dual ship powerup (which costs a life anyway). I always pick dual ships myself, I find the game more fun that way. After selecting your ship the game will begin. Enemies will fly into a formation in patterns entering from various places on the screen, if you are fast you can often blast almost all of them before they even settle into the formation. Some enemies do not enter the formation at all, instead they break off at the last moment to make a suicide run at your ship. All the old enemies from the original "Galaga" are back, along with several new types. The ones you are most likely to notice are the armor plated enemies that can survive multiple shots, and the puffers that get larger and larger each time you shoot them, until they finally explode. Every few levels there will be a bonus level (called the 'Galactic Dancin' Challenge Stage'), where you attempt to shoot down as many as 40 ships for bonus points. These bonus stages are tougher than the original "Galaga" ones, as the enemies move in some really odd patterns. There is a little secret about the bonus stage (see Tips And Tricks for more information).


- TRIVIA -


This game runs on the Namco System 1 hardware. This title was usually sold as a conversion kit (most games were back in 1988). It used the standard JAMMA harness, and required a vertical monitor. The marquee showed a gold 'Galaga '88' logo on a field of red teardrops. The sideart had the same picture as the marquee, but without the background. The control panel featured a single 2-Way joystick and a fire button on either side (along with start buttons and game instructions). Many of these machines will have 8-Way joysticks instead of the original 2-Way ones, they are interchangable as far as this game is concerned.


- TIPS AND TRICKS -


* Super Bonus : You have to shoot all 40 enemies in the challenging stages to receive super bonus just like in the original "Galaga".


* Pickup two blue items to get a bonus and go to the next harder dimension after completing a challenging stage.


* Pickup a purple item which appears on later stages to immediately get a triple firepower ship.


- SERIES -


1. Galaxian (1979)

2. Galaga (1981)

3. Gaplus (1984)

4. Galaga '88 (1987)

5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)


- STAFF -


Sound composed by : Hiroyuki Kawada


- PORTS -


* Consoles :

NEC PC Engine (1988)


* Computers :

Sharp X68000 (1987)

$end

$info=galaga3,galaga3a,galaga3b,galaga3m,
$bio

Galaga 3 (c) 10/1984 Namco.


The general formula is the same as it was for "Galaxian" and "Galaga". You control a spaceship and you fire at rows of enemies at the top of the screen, but you are not confined to moving left and right, you can move anywhere in the bottom half of the screen. The bug like enemies will fire at you from above while moving back and forth. Individual ships (and groups of ships), will break away from the armada to make attack runs at your fighter. Most of the ships are killed with a single shot. Shooting some ships will earn you a tractor beam, which will allow you to pull several enemy ships towards you, so you can control them. This title has the same basic enemies as "Galaga", but they have been redesigned to look more like spaceships (and less like bugs). Once every few levels you will get a 'Challenging Stage' where ships will fly by in patterns, and you get to shoot at them in an attempt to spell out words. A lot of the other stages follow the standard "Galaga" pattern, but some are different, there are stages where you move forward through enemy territory, and other stages where the starfield behind you moves backwards (for some reason that really makes it difficult, even though nothing actually changes).


- TRIVIA -


This game is also known as "Gaplus" (07/1984).


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen.


* These tips are all variations on the same theme :

1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship.

2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag.


* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots verticaly in a row) instead of just 2.


- SERIES -


1. Galaxian (1979)

2. Galaga (1981)

3. Galaga 3 (1984)

4. Galaga '88 (1987)

5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)

$end

$info=galaxian,galaxiaj,galmidw,galmidwo,
$bio

Galaxian (c) 10/1979 Namco.


- TRIVIA -


Licensed to Midway for US manufacture and distribution (12/1979).

The Nichibutsu version is known as "Moon Alien".


Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian in 1979, players were transported to the most colorful and challenging space battle yet.

This was the first video game released with 100 percent of its graphics displayed in true R.G.B. color.


* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, njoyable, and demanding gaming experience.

Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".


* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."

With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".


* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".


This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.


This title uses an Electrohome G07 open frame monitor, although any normal arcade monitor should work as a replacement. You can plug in a set of Galaga boards, and play them with no modifications at all. Several other early Namco titles will also work, but require a 4-Way Joystick, instead of the 2-Way model that Galaxian normally has.


Some hacks of this game are known as "Galaxian Part 4", "Galaxian Turbo", "Super Galaxians", "Super Invaders galactica", "Swarm" and "Galaxian Part X". A Spanish bootleg made by Petaco S.A. is known as "Zero Time".


A Galaxian unit appears in the 1983 movie 'Joysticks'.


- UPDATES -


The only code difference between the original Namco version and the licensed Midway version is that the BONUS SHIP text is printed on a different line.


- TIPS AND TRICKS -


* Shoot one of the yellow (topmost) ships when it first comes down. It causes everyone to stop firing for a few moments.


- SERIES -


1. Galaxian (1979)

2. Galaga (1981)

3. Gaplus (1984)

4. Galaga '88 (1987)

5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)


- PORTS -


* Consoles :

Atari 5200 (1982)

Colecovision (1983)

Atari 2600 (1983)

Nintendo Game Boy (1995, "Galaga & Galaxian")

Sony PlayStation (1996, "Namco Museum Vol.2")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")

Nintendo Famicom


* Computers :

Atari 800 (1982)

Sinclair ZX Spectrum (1982)

Commodore VIC20 (1983)

PC [MS-DOS] (1983)

MSX (1984)

Fujitsu FM-7 (1985)

Apple II

Exidy Sorcerer


* Others :

VFD tabletop game ("Beam Galaxian") released by Bandai.

VFD tabletop game (1981) released by Coleco.

Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003).

$end

$info=galap4,
$bio

Galaxian Part 4 (c) 1979 G.G.I.


- TRIVIA -


This game is a hack of "Galaxian".


- UPDATES -


The graphics have been altered and the game has been made more difficult.

$end

$info=galapx,
$bio

Galaxian Part X (c) 19??.


- TRIVIA -


This game is a hack of "Galaxian".


- UPDATES -


The rate of fire is much faster and the alien's movements are more random.

$end

$info=galturbo,
$bio

Galaxian Turbo (c) 19??.


- TRIVIA -


This game is a hack of "Galaxian".


- UPDATES -


It's much faster and the aliens move in a different pattern.

$end

$info=galaxyfg,
$bio

Galaxy Fight - Universal Warriors (c) 01/1995 Sunsoft.

Game ID : 0078


Fighting game with eight selectable characters. Each stage is infinite in length and therefore allows lots of running attacks.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


Galaxy Fight is Sunsoft's first game for the SNK Neo-Geo MVS hardware.


- STAFF -


Galaxy programmers : Yuichi Ueda, Shigetaka Inaba

Graphic designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda

Tool programmer : Hirokatsu Fujii

Sound programmers : Kazuo Nii, Noriaki Urata

Music composers : Masato Araikawa, Takayuki Sasaki

Musicians : Jun Kojime, Masato Araikawa

Music coordinators : Atsushi Mihiro, Shoji Yogo

Voice actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson

Director : Yuichi Ueda


- PORTS -


* Consoles :

Sega Saturn (1995)

SNK Neo-Geo CD (1995)

Sony PlayStation (1996)

$end

$info=gforce2,
$bio

Galaxy Force II (c) 1988 Sega.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988.


- SERIES -


1. Galaxy Force

2. Galaxy Force II (1988)


- STAFF -


Sound composer : Jouji Iijima


- PORTS -


* Consoles :

Sega Master System (1989)

Sega Mega Drive (1990)

FM Towns Marty (1990)

Sega Saturn (1998)

$end

$info=galaxygn,
$bio

Galaxy Gunners (c) 1989 Electronic Devices.

$end

$info=grescue,
$bio

Galaxy Rescue (c) 1979 Taito.


- TRIVIA -


This game is also known as "Lunar Rescue".


A bootleg of this game is known as "Destination Earth".

$end

$info=galxwars,galxwar2,galxwart,
$bio

Galaxy Wars (c) 08/1979 Universal.


- TRIVIA -


A bootleg of this game is known as "Star Wars".

$end

$info=galivan,galivan2,
$bio

Galivan - Cosmo Police (c) 12/1985 Nichibutsu.


- TRIVIA -


The game was based on the sentai of the same name.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- UPDATES -


REVISION 1 :

* Build date : DEC 11 1986


REVISION 2 :

* Build date : DEC 16 1986


- SERIES -


1. Galivan - Cosmo Police

2. Cosmo Police Galivan II - Arrow of Justice (1993, Nintendo Super Famicom)


- STAFF -


Directed by : Shigeki Fujiwara

Software by : T. Tsuchie

Hardware by : Isao Shiki

Designer by : K. Nakagawa

Music & Sound by : Kenji Yoshida


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Super Famicom (1993)


* Computers :

Amstrad CPC (1986)

$end

$info=gallag,
$bio

Gallag (c) 1982.


- TRIVIA -


This game is a bootleg of "Galaga".


- UPDATES -


This bootleg looks and plays exactly like the original Galaga except that it says GALLAG on the title screen and 1982 where the Namco copyright would normally be.

$end

$info=gallop,
$bio

Gallop - Armed Police Unit (c) 09/1991 Irem.


- TRIVIA -


This game is known outside Japan as "Cosmic Cop".


This game runs on the Irem M-73 system hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993.

$end

$info=glpracr,
$bio

Gallop Racer - One and only road to victory (c) 1996 Tecmo.


- TRIVIA -


This game runs on the Sony ZN-1 hardware.


- SERIES -


1. Gallop Racer - One and only road to victory (1996)

2. Gallop Racer 2 (1997)

3. Gallop Racer 3 (1999)

4. Gallop Racer 2001 (Sony PlayStation 2)

5. Gallop Racer 2003 (Sony PlayStation 2)


- PORTS -


* Consoles :

Sony PlayStation

$end

$info=glpracr2,glprac2j,glprac2l,
$bio

Gallop Racer 2 (c) 1997 Tecmo.


- SERIES -


1. Gallop Racer - One and only road to victory (1996)

2. Gallop Racer 2 (1997)

3. Gallop Racer 3

4. Gallop Racer 2001 (Sony PlayStation 2)

5. Gallop Racer 2003 (Sony PlayStation 2)

$end

$info=glpracr3,
$bio

Gallop Racer 3 (c) 1999 Tecmo.


- SERIES -


1. Gallop Racer - One and only road to victory (1996)

2. Gallop Racer 2 (1997)

3. Gallop Racer 3 (1999)

4. Gallop Racer 2001 (Sony PlayStation 2)

5. Gallop Racer 2003 (Sony PlayStation 2)

$end

$info=galmedes,
$bio

Galmedes (c) 01/1993 Visco.


- TRIVIA -


This game runs on the "Bonze Adventure" hardware.

$end

$info=galhustl,
$bio

Gals Hustler (c) 1997 Ace International.


A "Pocket Gal" rip-off.


- TRIVIA -


The girl select screen music is ripped from Capcom's "Magic Sword - Heroic Fantasy".

The in-game music is ripped from the second level of "Bishoujo Senshi Sailor Moon" for Nintendo Super Famicom.

$end

$info=galpani3,
$bio

Gals Panic 3 (c) 1995 Kaneko.


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)

$end

$info=galpani4,
$bio

Gals Panic 4 Yuu (c) 1996 Kaneko.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)


- STAFF -


Planners : Terukazu Kanematsu, Manabu Saito

Programmers : Masahiro Honma (Fists of Fire), Terumichi Gunji (Aroha Man)

Designers : Takamitsu Nemoto, Fusayuki Watariguchi, Hideo Osawa, Norihiro Terashi (Bear-Joe Terashi), Yuzuru Suzuki

Hardware : Noboru Kouno, Masahiko Moriya

Music & Sound by : Sayoko Ueda


* CAST :

Rei Takahida : Akira Ono

Saori Shiina : Hiroko Negishi

Ajann Nakura : Keiko Onuki

Rito Tajima : Etsuko Akiyama

Konomi Iruma : Makoto Okutani

Saki Kojo : Jun Kikuchi

Shou Hazuki : Tomoko Kojima

$end

$info=galpani2,
$bio

Gals Panic II (c) 1993 Kaneko.


- TRIVIA -


Do You Know ? : Kaneko's scouts are traveling to every corner of the globe in search of the world's sexyest, most beautiful gals. They will surely live up to your wildest fantasies and satisfy your desires. ;-)


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)


- STAFF -


Program : M. Kanaoka, Y. Yamazaki

Program support : Y. Shintani, M. Honma, Y. Sakakura, A. Takahashi, S. Igaeashi

Graphics design : Y. Ishii, K. Matsuoka, Y. Nakamura, T. Kuwahara, K. Fukai, M. Narukawa, Y. Ozaki, T. Yoshikawa, Y. Kubo

Sound design : Tatsuya Watanabe, Y. Wada

Hardware design : H. Morinaga

Develop management : K. Murakami

Develop support : F. Mitsuti, N. Tada, K. Nobori

Planning & direction : Hiroshi Kaneko

$end

$info=gpan2qiz,
$bio

Gals Panic II - Quiz Version (c) 1993 Kaneko.

$end

$info=galpanis,
$bio

Gals Panic S - Extra Edition (c) 1997 Kaneko.


Work to cover the highlighted area of the box. Get the coins to spell "EXTRA" and work on a different, more risque picture. Highlight more than eighty percent of the area, and move on. Highlight more than ninety percent of the area, get a nude still of the girl. Highlight one hundred percent of the area, and get a moving picture of the nude girl.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)

$end

$info=galpans2,
$bio

Gals Panic S2 (c) 1999 Kaneko.


Cover the colored area of the girl, avoid the monsters and their weapons. Gather the coins to spell 'EXTRA CHANGE' and work on a different, more risque picture of the girl. Cover over eighty percent, move onto the next round. Cover over ninety percent, get a nude still of the girl. Get one hundred percent, get a moving picture of the girl nude. And one hundred twenty percent...?


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)


- STAFF -


Game designers : Endo Chang, A. Kaneko

Programmers : Umitsu. T, S?o?c?a?

Graphic designers : Ryo Kimura, Tanron, Rds-M

Sound : S. Maruyama

Character designers : Akahirakirin, Captain Kiesel, Gabri-L, Kimuraya Izumi, Komirin, O. Ri, Pichiku, Sengoku Murasaki, Yanagawa Rio, Yusura

Voice actress : Aya Sugawara, Miwa Matsumoto, Rena Yukie, Ryoko Tanaka, Shizuka Aoki, Umi Tenjin, Yuki Kaida

$end

$info=galpanic,galpania,galpanib,
$bio

Gals Panic! (c) 11/1990 Kaneko.


Fill in as much of the darkened area as you can, Qix style. If you get over eighty percent, you win the round. Win three rounds with the same girl, and the graphic becomes a picture of the girl naked.


- SERIES -


1. Gals Panic! (1990)

2. Gals Panic II (1993)

3. Gals Panic 3 (1995)

4. Gals Panic 4 Yuu (1996)

5. Gals Panic S (1997)

6. Gals Panic S2 (1999)


- STAFF -


Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano

$end

$info=galspnbl,
$bio

Gals Pinball (c) 1996 Comad.


- SERIES -


1. Hot Pinball (1995)

2. Gals Pinball (1996)

$end

$info=gametngk,
$bio

The Game Paradise! - Master of Shooting! (c) 1995 Jaleco.


- TRIVIA -


This game is known in Japan as "Game Tengoku - The Game Paradise".


This game runs on the Jaleco Mega System 32 hardware.


Player characters are from "Plus Alpha", "Butasan" and probably other Jaleco games. You can also see old Jaleco games on the arcade screens in the first level like Exerion, etc.


- SERIES -


1. The Game Paradise! - Master of Shooting! (1995)

2. The Game Paradise! 2 (1998, Sony PlayStation)


- STAFF -


Program leaders : Akiyama->417, Nozomu->Love

Programmers : Z-Donguri, Benriya Kenchan

Graphic leaders : Mr. Kamikaze & Mr. Hasegawa, ....Ya....., .....Ei....

Graphic designers : Watanabe Teruhiko, Takarod, RF4K

Music : Sawa Kazuo

Sound Manipuler : Nis

Voices : Kanai Mika, Shiina Hekiru, Nishihara Kumiko, Chiba Shigeru, Seki Tomokazu

Cast management : Ishihara Ryuuta

Recording : Hoshino Toshiaki, Yano Satoshi

Publicity : Morita Kachisato

Illustration : Souma Tatsuya

Second direction : Kazaana Takanori

Production and direction : Arai Masahiro

$end

$info=usg252,usg185,
$bio

Games (c) 1991 U.S. Games.

$end

$info=ginkun,
$bio

Ganbare Ginkun - Action Minigame Shuu (c) 1995 Tecmo.


- TRIVIA -


The title of this game translates from Japanese as 'Good Luck, Ginkun - Action Minigame Meet'.


The bike minigame (where you must stop your bike) has the Boss music from "Final Star Force" (1992, Tecmo).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ganbare Ginkun - PCCB-00202) on 16/12/1995.

$end

$info=gangonta,
$bio

Ganbare! Gonta!! 2 (c) 1995 Mitchell.


- TRIVIA -


This game is known outside Japan as "Party Time - Gonta The Diver II".


- SERIES -


1. Moeyo Gonta!!

2. Ganbare! Gonta!! 2 (1995)

$end

$info=gbusters,
$bio

Gang Busters (c) 1988 Konami.

Game ID : GX878


- TRIVIA -


This game is known in Japan as "Crazy Cop".


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.


- STAFF -


Written and directed by : S. Okamoto

Assistant director : Y. Satoh, Macha*

Charactor designer : Dr. Hide

Graphic designer : N. Ishii

Production sound mixer : K. Matsubara

Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo

Electoronics designers : T. Matsuura, M. Hiraoka

Publicity supervisor : F. Shibuya

Translator : Yuichi Kobayashi

General manager : K. Hiroshita

$end

$info=ghunter,
$bio

Gang Hunter (c) 1988 Seibu Kaihatsu.


Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shooter.


- TRIVIA -


Licensed to Segasa/Sonic for manufacture and distribution in Spain.


This game is known outside Spain as "Dead Angle".


- SERIES -


1. Empire City : 1931 (1986)

2. Gang Hunter (1988)


- STAFF -


Producer : H. Hamada

Director : T.Wada

Hardware : ???

Programmers : T. Takano, K. Kondo, S. Mori, H. Tomita

Music : ???

Art : M. Matsuzawa, S. Nagasaki, T. Komazawa

$end

$info=gangwars,gangwarb,
$bio

Gang Wars (c) 07/1989 Alpha Denshi.


Two street brawlers fight their way through a gang of hoodlums that like to laugh incessantly at you while they're beating you up! Features customizable statistics for your fighter.


- UPDATES -


The bootleg version have some different sounds.


- STAFF -


Producer & Director & Game designer : Tsutomu Maruyama

Graphic designers : Tsutomu Maruyama, Hatsue Honbe, Mitsunari Ishida, Kazushige Hakamata

Music composers & Sound effects : Yuka Watanabe, Hiroaki Shimizu

Main programmers : Eiji Fukamatsu, Hideo Kamoda, Yuuji Noguchi,Osamu Iijima

Hardware : Eiji Fukatsu

$end

$info=gaplus,gaplusa,gapluso,
$bio

Gaplus (c) 04/1984 Namco.


The general formula is the same as it was for "Galaxian" and "Galaga". You control a spaceship and you fire at rows of enemies at the top of the screen, but you are not confined to moving left and right, you can move anywhere in the bottom half of the screen. The bug like enemies will fire at you from above while moving back and forth. Individual ships (and groups of ships), will break away from the armada to make attack runs at your fighter. Most of the ships are killed with a single shot. Shooting some ships will earn you a tractor beam, which will allow you to pull several enemy ships towards you, so you can control them. This title has the same basic enemies as "Galaga", but they have been redesigned to look more like spaceships (and less like bugs). Once every few levels you will get a 'Challenging Stage' where ships will fly by in patterns, and you get to shoot at them in an attempt to spell out words. A lot of the other stages follow the standard "Galaga" pattern, but some are different, there are stages where you move forward through enemy territory, and other stages where the starfield behind you moves backwards (for some reason that really makes it difficult, even though nothing actually changes).


- TRIVIA -


This game is also known in US as "Galaga 3" (10/1984).


Gaplus machines came in an upright dedicated cabinet that was similar in appearance to the cabinet used on the original "Galaga". These machines were black and were decorated with multi-color stripes, and sticker sideart with a realistically drawn scene from the game. There were several different marquees made. The American Gaplus marquee had a blue 'Gaplus' logo surrounded by a scary looking bee. The 'World' version had a green 'Gaplus' logo. Finally, many machines in the US will be labeled "Galaga 3" on the marquee, but will have 'Gaplus' sideart and ROM chips (lots of lazy operators who didn't bother to install the whole name change kit, made these common). All Machines are decorated with red t-molding. The control panel has a single 8-Way joystick mounted in the center, with fire buttons on either side. This panel was not decorated at all, it was simply black. The monitor bezel had a few game instructions on it, but was not overly decorated either. The game itself was displayed on a 19'' Electrohome open frame monitor that was mounted vertically. This title uses the same wiring harness as "Galaga", and the two titles can be interchanged very easily. Many other games (such as "Dig Dug") use this same harness as well).


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen.


* These tips are all variations on the same theme :

1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship.

2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag.


* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots verticaly in a row) instead of just 2.


- SERIES -


1. Galaxian (1979)

2. Galaga (1981)

3. Gaplus (1984)

4. Galaga '88 (1987)

5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Junko Ozawa


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.2")


* Computers :

Commodore C64 (1989)

$end

$info=gardia,gardiab,
$bio

Gardia (c) 1986 Sega / Coreland.

Game ID : 834-6119

$end

$info=garou,garoup,garouo,
$bio

Garou - Mark of the Wolves (c) 11/1999 SNK.

Game ID : 0243


The ninth "Fatal Fury" episode brings us twelve characters and foregos the plane-switching style of its predecessors in favor of a standard single-plane background. Absolutely beautiful graphics and animation and one of SNK's last (and greatest) games.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


'Garou' translates from Japanese as 'Hungry Wolf'. 'Mark of the Wolves' is a reference to the legacy left behind by Terry to a new generation of fighters - specifically, Rock Howard.


Garou pushes the capabilities of the SNK Neo-Geo MVS hardware to its limit, giving some of the best-looking graphics to date ­ some critics saying that there is life after all in the Neo-Geo hardware, which was past its prime when the game was released.


Hokutomaru's stage has quite a few references to the rest of the "Fatal Fury" series. To the extreme left of the stage is a billboard with a picture of the old style Terry Bogard. A portrait of Geese Howard and his lieutenants can be seen on another billboard (this is the same picture that is seen in the flyer for Real Bout Fatal Fury). There is also a picture of Andy Bogard and Mai Shiranui holding hands posing as a bank advertisement right above another picture of Alfred.


The sign that Khushnood Butt shows off in his victory pose is a Kyokugen Karate dojo sign.


The Rock Howard music stage contains a part of the original Robert Miles techno single.


The word 'Tizoc' (The Griffon Mask's Japanese name) means 'sick leg', or 'lame leg'. It was the name of an ancient Mexican tlatoani, or leader, who ruled from 1481 until 1486, when he was poisoned by Aztec aristocrats.


SME released a limited-edition soundtrack album for this game (Garou - Mark of the Wolves - SCDC-00006) on 21/01/2000.


- UPDATES -


The prototype version has a white background at the title screen instead a blue background on the final version. It has also a graphic bug on the Terry Bogard stage during the second round at the extreme right.


- TIPS AND TRICKS -


* Random Fighter : Hold Start and press a Punch or Kick button at the character selection screen.


* Play As Grant : At the character select screen, highlight Dong Hwan, hold Start and press Up(x2) Down(x2), Up, Down.


* Play As Kain R. Heinlein : At the character select screen, highlight Jae Hoon, hold Start and press Down(x2), Up(x2), Down, Up.


* Play Against Kain R. Heinlein : To reach Kain, you must finish the first 7 matches with an average fighting level of AAA. Your best bet would be to avoid losing any rounds throughout the preliminary 7 stages, especially Grant. If you meet this condition after defeating Grant, you'll get a cutscene featuring Kain R. Heinlein. Beat Kain to reveal your characters' true ending.


* Alternate Costume Colors : Each character has 4 colors, corresponding to each button.


* Secret Taunts : After defeating your oponnent, hold Left or Right and tap Start to use an hidden taunt. Every character has two secret taunts (these can ONLY be used after defeating an oponnent and before your character goes into his/her winning pose). Some of them, such as Hotaru's and Hokutomaru's are really cool! :)


Taunts in the game can affect the background stages in many ways. For example, by using a taunt during a fight in Hotaru's stage (Philantropy Belfry) you can make the bells in the background move. Most stages have hidden animations that can only be seen by this trick so try it! :)


* Survival Mode : Insert a coin, hold A+B+C+D and press Start. You will then play a Survival Mode (quite hard one too).


* Rock's Winpose : Rock will have a special winpose when he finishes the opponent with a Shine Knuckle and a different one when he finishes the opponent with either a Raging Storm or the Deadly Rave Neo.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Exective producer : H. Matsumoto

Producers : S. Itoh, T. Tsukamoto

Planners : Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky

Foreground designers : SoeSoe.F, Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa

Background designers : M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami

Special effects : Tashiboo, T. Masami

Event art designers : Kaoruru, M. Hirano, C. Zanami, A. Yamada

New staff : Kohji, Z. Kadoma, Manbu, Zacky

Programmers : Bo-Fukunaga, Dan-Abe, Rotten Air

Sound : Ackey, Yassun, Hori-Hori, Okan, Q-Jirou

Title designer : Nao-Q

Illustrator : Tonko, Arita/Ymt


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Rock Howard : Eiji Takemoto

Kim Dong Hwan : Jun Hashimoto

Kim Jae Hoon : Hiroki Asakawa

Hotaru Futaba : Yuki Horie

Gato : Kohji Ishii

B. Jenet : Rei Saitou

Khushmood Butt (Marco Rodriguez in Japanese version) : Hikaru Hanada

Hokutomaru : Junko Takeuchi

Freeman : Eiji Yano

Tizoc (The Griffon in the Japanese version) : Hikaru Hanada

Kevin Rian and Grant : You Kitazawa

Marky : Junko Takeuchi

Kain R. Heinlein: Jun Hashimoto

Narration : Paul G.R.


- PORTS -


* Consoles :

Sega Dreamcast (2001)

$end

$info=garuka,
$bio

Garuka (c) 09/1988 Konami.

Game ID : GX890


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The kanji reads 'Ga Ru Ka' which means 'Starve current calamity'.


This game is known outside Japan as "Devastators".


This game runs on the "Super Contra" hardware.


The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

$end

$info=garyoret,
$bio

Garyo Retsuden (c) 04/1987 Data East.


- TRIVIA -


The title of this game translates from Japanese a 'Garyo's Biography'.


"Karnov", Data East's great hero, appears as your enemy for the first time in this game.


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.

$end

$info=gatedoom,gatedom1,
$bio

Gate of Doom (c) 07/1990 Data East.

Game ID : MAC


Four selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps!


- TRIVIA -


This game is known outside Japan as "Dark Seal".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990.


- SERIES -


1. Gate of Doom (1990)

2. Wizard Fire (1992)


- STAFF -


Game master : Yoshiyuki Urushibara

Main programmer : Naomi Susa

Main graphic designers : S. Noda, J. Matsuda, Yohiyuki Ishibiki

Programmers : Mentaiko, Tac.H, K. Miyazawa

Graphic designers : Masanori Tokoro, E. Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, K. Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara

Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori

Sound effects : Azusa Hara (AZUSA)

Hardware : Shingo Mitsui

Project leader : Mentaiko

$end

$info=wwjgtin,
$bio

Gate-In! - Wai Wai Jockey (c) 1984 Jaleco / Casio.


- TRIVIA -


'Wai-Wai' is Japanese onomatopoiea for a cheering crowd.

$end

$info=gatsbee,
$bio

GATsBEe (c) 1984 Uchida.


- TRIVIA -


This game is a "Galaga" hack running on a bootleg Galaga hardware!

$end

$info=gauntlet,gauntr1,gauntr2,gauntr4,gauntr5,gauntr7,gauntr9,gaunts,gauntg,gauntgr3,gauntgr6,gauntgr8,gauntj12,gauntj,gaunt2p,gaun2pr3,gaunt2pj,gaun2pj2,gaunt2pg,gaun2pg1,
$bio

Gauntlet (c) 12/1985 Atari Games.

Game ID : 136037


In this exploration/shooting game with RPG elements, one to four players choose a character and explore the depths of a multi-level dungeon; destroy monsters by shooting, fighting or using magic potions; and collect power-ups to last longer.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


When Gauntlet was introduced, it was a major technological achievement in arcade game design (So much so, that this game has been on at least two nation-wide museum tours). In the mid-1980's, the popularity of pen-and-paper role-playing games such as 'Dungeons & Dragons' was at its height. Still hot from the success of "Marble Madness" and "Paperboy", Atari Games created a game to capitalize on the current craze. In fact, what they DID create was a game that had an ambience that extended much further than the confines of the cabinet, and made them a LOT of money.


Gauntlet was based on a computer game called 'Dandy' for the Sinclair ZX Spectrum. Jack Palevich, the author of Dandy, planned to sue Atari for plagiarizing their design, but he got a 'free' Gauntlet machine from Atari Coinop. In return, he signed papers saying that he wouldn't try to sue them (He took the Gauntlet machine into work....).


One of the most acclaimed features of Gauntlet was the extensive speech used throughout the game. The speech was not only used for effect ('Elf has been eating all the food lately'), but also for instruction in the early levels ('Save potions for later use'). At the time, games with that level of synthesized speech were unheard of. The sheer amount of enemies (and in some cases, the monster generators made that amount seem endless) was another lauded feature. Last, but certainly not the least, was the fun factor of the game. Four people trying to coordinate their movements is anything but unentertaining, even today!


Approximately 8,000 units were produced.


Note : There were 20 officially released versions (see Updates section for detailed info), including six 2-players versions and various Spanish, German and Japanese versions. Counting 4-players English variants alone, there were seven releases with various bugfixes.


Note 2 : The game contains exactly 212 sounds! (including digitized voices, effects and musics).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.


- UPDATES -


Revision 1 (4-players)

* First world release.


Revision 2 (4-players)

* Added an option called 'Disable Speech?' in the operator menu.

* Fixed some texts in attract mode.


Revision 3 (4-players)

* German release only.


Revision 4 (4-players)

* World release.


Revision 5 (4-players)

* World release.


Revision 6 (4-players)

* German release only.

* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section).

* Added ability to stop the attract mode with the fire button.


Revision 7 (4-players)

* World release.


Revision 8 (4-players)

* German release only.

* Added an option called 'Reduce Text?' in the operator menu.


Revision 9 (4-players)

* World release.

* Levels are different : Level 9 and 10 are removed (Level 12 on revision 8 = Level 10 on revision 9).


Revision 10 (4-players)

* German release only.


Revision 12 (4-players)

* Japanese release only.


Revision 13 (4-players)

* Japanese release only.


Revision 14 (4-players)

* World release.


Revision 15 (4-players)

* Spanish release only.


Revision 1 (2-players)

* German release only.

* Based on the lastest 4-players revision.


Revision 2 (2-players)

* Japanese release only.


Revision 3 (2-players)

* World release.


Revision 4 (2-players)

* German release only.


Revision 5 (2-players)

* Japanese release only.


Revision 6 (2-players)

* World release.


- TIPS AND TRICKS -


* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.


* The best character to play, in the LONG run, is the elf. His magic is just as good as the wizard's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. The Valkyrie is the worst, although some people regard this as a challenge...


* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game.


* You can kill Death painlessly by teleporting on top of him.


* Level 8 is the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.


- SERIES -


1. Gauntlet (1985)

2. Gauntlet (1985, NES)

3. Gauntlet II (1986)

4. Gauntlet - The Third Encounter (1990, Atari Lynx)

5. Gauntlet III - The Final Quest (1991, Atari ST)

6. Gauntlet 4 (1993, Sega Mega Drive)

7. Gauntlet Legends (1998)

8. Gauntlet Dark Legacy (2000)


- STAFF -


Designer / Programmer : Ed Logg (ED )

Game programmer : Bob Flanagan (BF )

Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphey, Will Noble, Dave Pettigrew (D F)

Engineer : Pat McCarthy (PMC)

Technician : Sae Oh (SMO), Cris Drobny (CAD)

Sound designers : Hal Canon (HAL), Earl Vickers (EAR)

Cabinet designer : Ken Hata (KEN)


- PORTS -


* Consoles :

Atari Lynx (1990)

Sega Master System (1990)

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Sega Mega Drive


* Computers :

Amstrad CPC (1985)

Atari ST (1985)

Sinclair ZX Spectrum (1987)

PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2")

Commodore C64

Apple II


* Others :

LCD handheld game (1988) released by Tiger Electronics : Contains 9 stages in your quest to find the long-lost Sacred Orb. There are 5 different worlds for your search through and battle evil demons : The Castle, The Dark Forest, The Lost Caverns, The Unseen, and Volcana.

$end

$info=gaunt2,gaun22pg,gaun22p1,gaunt22p,gaunt2g,
$bio

Gauntlet II (c) 08/1986 Atari Games.

Game ID : 136043


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Gauntlet II was the arcade followup to the original "Gauntlet". Some game manufacturers make the mistake of changing too many things when they make a sequel, but luckily Atari didn't do that. Gauntlet II actually uses the same engine and platform as the original "Gauntlet". They pretty much just took the "Gauntlet" and made all new levels, and coded in a character select routine, which allows any player to play any character. This is actually the version of Gauntlet that most of the famous quotes came from. The original "Gauntlet" did not mention the player's color when speaking, but this one did, allowing for such gems as 'Blue Warrior needs food badly!', 'Blue Warrior is about to die'.


There is a good chance that this is actually the Gauntlet that you remember playing in the arcade. The original "Gauntlet" came out in 1985. Then the Gauntlet II conversion kit came out a year later in 1986. A lot of Gauntlet machines got switched over to Gauntlet II. They tended to stay as Gauntlet II for a rather long time, due to the relative scarcity of kits that would convert a "Gauntlet" cabinet. Well, the proper kits were scarce until about 1989 when 4 player games started taking off in a big way.


Contest : Atari had some contest attached to Gauntlet II when the game first came out. If you follow the instructions, the game gives you before going into the secret room (The machine provides clues on how to enter the secret rooms whenever a hidden wall is shot away on any level), you would get a screen showing that you'd been awarded some extra points and also to enter your name. Then it would give you a 6-digit code to put onto a contest entry form. The first 500 entries won Gauntlet II T-shirts plus a chance of winning a $5000 savings bond. Machines can also be set (via dip switches) to suppress this screen, in which case you would get a screen saying '5000 points x coins = xxx' after doing the secret room. The contest ended in 1986, so it's almost funny to see the contest screen today.


Approximately 3,000 kits were produced.


Note : The game contains exactly 205 sounds! (including digitized voices, effects and musics), less than the first Gauntlet.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.


- TIPS AND TRICKS -


* Secret Rooms : To get to a secret room, perform a secret trick on a level. Some of the secret tricks are :

1) Teleporting into the exit.

2) Pushing a movable wall into the exit

3) Keeping all the super shots

4) Not using invulnerability (this is almost always a good idea anyway)

5) Not touching a fake exit

6) Teleporting on top of Death and/or acid blobs

7) Not taking ANYTHING (the tick trick comes in handy here)


* The hints it gives to the secret room don't necessarily apply to your current level, just as on "Gauntlet". The secret trick usually doesn't work, but it is always same for any given board. You're allowed one secret trick for every 15 levels or so.


* You can kill the acid blobs! Just drop 2 potions in quick succession. This works regardless of your magic ability. It also puts the dragon back to sleep momentarily (You can also kill them with a teleporter. If there's a teleporter handy, that is).


* The '?' foods are NOT random. Grab a '?' food on health mod 20 = 7 (i.e. 27, 47, 67, etc). You'll get 200 health.


* Couple of strategy notes :

1) Reflective shots make the dragon easier

2) Invulnerability makes him very easy

3) Remember that when generators aren't on the screen, they don't generate monsters.

4) If you are playing two+ player you can kill almost all dragons with one player diverting his attention, or using an indirect attack. For example : you can find shootable walls or just stand in the right spot askew from the dragon. He will try to flame instead of fire-ball. If done correctly, you will be standing a wall away from him. Then your partner can go around and shoot flame head while the dragon is flaming away.


- SERIES -


1. Gauntlet (1985)

2. Gauntlet (1985, NES)

3. Gauntlet II (1986)

4. Gauntlet - The Third Encounter (1990, Atari Lynx)

5. Gauntlet III - The Final Quest (1991, Atari ST)

6. Gauntlet 4 (1993, Sega Mega Drive)

7. Gauntlet Legends (1998)

8. Gauntlet Dark Legacy (2000)


- STAFF -


Designer / Programmer : Ed Logg

Game programmer : Bob Flanagan

Video graphics : Sam Comstock, Susan G. McBride, Alan Murphy, Will Noble

Engineer : Pat McCarthy

Technician : Cris Drobny

Sound designers : Hal Canon, Brad Fuller, Earl Vickers

Cabinet designers : Ken Hata


- PORTS -


* Consoles :

Nintendo Famicom (1990)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Nintendo Game Boy


* Computers :

Amstrad CPC (1986)

Atari ST (1986)

Commodore C64 (1987)

PC [MS-DOS, 5.25''] (1987)

Sinclair ZX Spectrum (1988)

Commodore Amiga (1989)

$end

$info=geebee,geebeeg,
$bio

Gee Bee (c) 10/1978 Namco.


- TRIVIA -


Also licensed to Gremlin.


Gee Bee was the very first video game released by Namco.


About Namco : Founded in 1955 in Tokyo, Namco means 'Nakamura Manufacturing Co.'. Before video games, Namco was originally a 'rocking-horse rides' manufacturer.


Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing Pac-Man.


- SERIES -


1. Gee Bee (1978)

2. Bomb Bee (1979)

3. Cutie Q (1979)


- STAFF -


Designed by : Toru Iwantani

$end

$info=gekirido,
$bio

Gekirindan (c) 09/1995 Taito.

Game ID : E11


- TRIVIA -


The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of "ateji" - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning.


This game runs on the Taito F3 System hardware.


All stages in this game share the same music theme but remixed each time!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1995.


- STAFF -


Producer : Lee Ota

Programmers : Mr. Lee, Toten, Takahito Naoi, Riki

System engineers : Masaki Yagi (Ymot), Nob

Character designers : Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao

Designer : Hidetomo Ogino

CG designer : K. Kinoshita

Sound (Zuntata) : Kazuko Umino (Karu), Koji Sakurai


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=gekitsui,
$bio

Gekitsui Oh (c) 1985 Data East.


- TRIVIA -


This game is known outside Japan as "Zero Target".

$end

$info=gemini,
$bio

Gemini Wing (c) 1987 Tecmo.


- STAFF -


Screenplay : S. Sakurazaki

Background designer : K. Niwakamaru

Logo & Base designer : Noise Holic

Monster designers : Willy Ichiro, Strong Shima, Soccer Kozou

Music / Sound Effects : Yuhki

Test play : Sugar Beet, Faw

Programmed by : Clark Gent

Directed by : S. Sakurazaki


- PORTS -


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sharp X68000 (1990)

$end

$info=genix,
$bio

Genix Family (c) 05/1994 NIX.


A rip-off of Mitchell's "Pang" ambiented in the Far-West.


- STAFF -


Software : Argi Salvador, Carlos Barahona

Hardware : Fernando Yago, Manuel Baena, Arthy

Graphics : Jordi Zudaire, Yolanda Plaza, Lourdes Marcs, M. Jose Galvez

Art designer : Tomas Bases

Sound by : Xavier Tobella

$end

$info=genpeitd,
$bio

Genpei ToumaDen (c) 10/1986 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Genji and Heike Clans Defeat Demon Story'.


This game runs on the Namco System 86 hardware.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.


- SERIES -


1. Genpei Toumaden (1986)

2. Genpei Toumaden - Kan no Ni (1992, NEC PC Engine)


- STAFF -


Music composed by : Norio Nakagata


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sony PlayStation (1996, "Namco Museum Vol.4")


* Computers :

Sharp X68000 (1988)

$end

$info=gensitou,
$bio

Genshi-Tou 1930's (c) 06/1989 SNK.

Game ID : A8003 'GT'


- TRIVIA -


The title of this game translates from Japanese as 'Prehistoric Island 1930's'.


This game is known outside Japan as "Prehistoric Isle in 1930".


- SERIES -


1. Genshi-Tou 1930's (1989)

2. Prehistoric Isle 2 (1999)

$end

$info=geostorm,
$bio

Geo Storm (c) 1994 Irem.


- TRIVIA -


This game is known in US as "Gun Force II".


This game runs on the Irem M-92G system hardware.


Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.

The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".

The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel".

The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel".


- SERIES -


1. Gun Force - Battle Fire Engulfed Terror Island (1991)

2. Geo Storm (1994)

$end

$info=getstarb,getstarj,
$bio

Get Star (c) 1986 Taito.


- TRIVIA -


Developed by Toaplan. This game runs on the "Tiger-Heli" hardware.


This game is known outside Japan as "Guardian".

$end

$info=gpilots,
$bio

Ghost Pilots (c) 01/1991 SNK.

Game ID : 0020


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Sky Adventure (1989)

2. Ghost Pilots (1991)


- STAFF -


Producer : Eikichi Kawasaki

Executive directors : Takashi Nishiyama, Tama

Planner : Y.O

Sub planner : Ishimotti

Programmers : Mr. SNK26, 001

Sound : Papaya

Designers : Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=gmgalax,
$bio

Ghostmuncher / Galaxian (c) 1981 Leisure and Allied.


- TRIVIA -


This game is a dual bootleg of "Pac-Man" and "Galaxian". You can change the game in the Dip Switch menu.


- UPDATES -


In this bootleg, the colors, sounds and names of the ghosts have been changed.

The "Galaxian" bootleg is also sped up significantly.

$end

$info=gng,gngt,gnga,
$bio

Ghosts'n Goblins (c) 09/1985 Capcom.


Life is good for the brave Knight Arthur since he has a cutie like Gunievere as his girl. Apparently this can´t last forever since the Goblin King has decided that he wants her as well so he sends his demons to kidnap her in the middle of Arthur's romantic date! So Arthur equips his iron armor & trusty lance and embarks one a one-man journey into the realm of darkness in order to save his girl. Features classic gameplay & a high level of challenge. Love is never easy! :)


- TRIVIA -


Licenced to Taito for US manufacture and distribution.

Also licensed to Romstar for US distribution.


This game is known in Japan as "Makaimura".


The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement).


The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".


The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- UPDATES -


The Japanese versions, unlike all other versions, use a cross instead of a shield.


- TIPS AND TRICKS -


* Turn Into A Frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.


* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :)


* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.


* Boss Tricks :

1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key.

2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.


* Other Tricks :

1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).

2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.

3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.

4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise!

5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.


* Armor :

1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.

2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).


- SERIES -


1. Ghosts'n Goblins (1985)

2. Ghouls'n Ghost (1988)

3. Super Ghouls'n Ghost (1993, Nintendo Super Famicom)


- STAFF -


Designed by : Tokuro Fujiwara

Lead Programming : Toshio Arima

Music & Sound Effects : Ayako Mori


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Sony PlayStation (1998, "Capcom Generation 2")

Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur")

Sega Saturn (1998, "Capcom Generation 2")

Nintendo Game Boy (1999)


* Computers :

Commodore C64 (1986)

Sinclair ZX Spectrum (1986)

Amstrad CPC (1986)

PC [MS-DOS] (1987)

Commodore Amiga (1988)

Atari ST (1990)

$end

$info=ghouls,ghoulsu,
$bio

Ghouls'n Ghost (c) 12/1988 Capcom.


So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies...

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Daimakaimura".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989.


- SERIES -


1. Ghosts'n Goblins (1985)

2. Ghouls'n Ghost (1988)

3. Super Ghouls'n Ghost (1991, Nintendo Super Famicom)


- STAFF -


Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto

Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama

Music by : Tamayo Kawamoto


- PORTS -


* Consoles :

Sega Mega Drive (1989)

Sega Master System (1989)

Sony PlayStation (1998, "Capcom Generation 2")

Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur")

Sega Saturn (1998, "Capcom Generation 2")

Sega Master System


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

$end

$info=ghox,
$bio

Ghox (c) 1991 Toaplan.

Game ID : TP-021


- TRIVIA -


Licensed to Romstar for USA, to Nova Apparate GMBH & Co. for Europe, to JP Leisure Limited for UK, to Star Electronica SRL for Italy, to APM Electronics S.A. for Spain & Portugal and to Honest Trading Co. for Hong Kong.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

$end

$info=gigawing,gwingj,
$bio

Giga Wing (c) 02/1999 Capcom.

Game ID : CP-S II No. 30


Giga Wing is a shoot-em-up set during a fictional war. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Giga Wing is the first game to show scores in the trillions!


Note : There are 10 different endings!


SME released a limited-edition soundtrack album for this game (GigaWing Original Soundtrack - CPCA-1026) on 21/04/1999.


- SERIES -


1. Giga Wing (1999)

2. Giga Wing 2 (2000)


- STAFF -


Planner : I. Satou, R. Hazuki

Character designer : K. Toume

Mechanic designers : S. Satou, Tadahiro Mukaide, Toshihiro Suzuki, Ken Taketoshi, Y. Ono

Object designers : Tadahiro Mukaide, S. Satou, Toshihiro Suzuki, I. Matsumura, Hiroki Akiyama, Ken Taketoshi

Scroll designers : M. Oose, Kazumi Yogi, Akemi Ootaka, K. Kusaka

Music composers & arrangers : Yasushi Kaminishi, Masahiro Yuge

Programmers : Y. Kobayashi, T. Nishi, K. Ishii, N. Hasimoto

Producers : Y. Ozaki, T. Minami

Executive producers : T. Fujimoto, Yoshiki Okamoto, Noritaka Funamizu

Coordinators : Tomoshi Sadamoto, T. Saitou

Sound advisers : Hiroaki Kondo (X68K), Tomohiro Masuda

Program support : K. Kaneko, M. Shinohara, S. Yamazaki, Cham Cho Choy


- PORTS -


* Consoles :

Sega Dreamcast

$end

$info=gigandes,
$bio

Gigandes (c) 1989 East Technology.


- TRIVIA -


This game runs on the Taito X System hardware.

$end

$info=gigasb,
$bio

Gigas (c) 1986 Sega.


- TRIVIA -


A bootleg of this game is known as "Oigas".


- SERIES -


1. Gigas (1986)

2. Gigas Mark II (1986)

$end

$info=gigasm2b,
$bio

Gigas Mark II (c) 1986 Sega.


- SERIES -


1. Gigas (1986)

2. Gigas Mark II (1986)

$end

$info=gimeabrk,
$bio

Gimme A Break (c) 07/1985 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Software : Dave Ross (DJR)

Artwork : Gary Johnson (GJ ), Bil Maher (BNM), Bob Flemate

Audio : Gary Levenberg, Jesse Osborne

Hardware : Howard Delman, C. Verhargh, Paul Brandt

$end

$info=ginganin,gingania,
$bio

Ginga Ninkyouden (c) 10/1987 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Galactic Chivalry Story'.


This game is a parody of anime, manga, and other bits of Japanese popular culture. The default hi-score table's names are the names of various anime studios (4, 6-8) and manga publications (1, 5).


The list of enemies in attract mode is only partial. 'G. Robo' is Giant Robo, from the 7-part OVA series of the same name. 'Zaku' is from the original TV and movie series Mobile Suit Gundam, and was the Jion's main unit during the One-Year War era. 'Joe' is Joe Yabuki from Tomorrow's Joe, and is in fact the very same Joe from the Neo-Geo game "Legend of Success Joe".


On level 7, the guy with the hat and the bazooka is Jigen Daisuke from Lupin III (see the history entry for "Lupin III" for more info). The kung-fu guy who explodes when you kill him is Ken from Fist of the North Star, consisting of two TV series and one (bad) movie. Ken used a kung-fu technique that involved striking pressure points, causing his enemies to messily explode with a single tap of a finger.


The house that you pass through in level 1 is the apartment from Maison Ikkoku. The guy by the hole in the wall is Yotsuya, who broke the wall so he could more effectively pester his neighbor (the main character, Godai). The woman with the broom in the room next door is Kyoko, the landlady. The clock on the roof doesn't work.


- STAFF -


Graphic designers : Alta Shimizu, Kinta 58000, VTZ250 Mariko, Otaku Harada

Sound designers : DX21 Kawagen Y8950

Voices : Hanuma An, Ayako Miura, Kanako Ohmori

Hardware by : Komeda

Programmed by : XLR250 Noel 4WD

$end

$info=gteikoku,gteikokb,gteikob2,
$bio

Ginga Teikoku no Gyakushuu (c) 1980 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Counter-attack of the Galactic Empire'.


This game is known outside Japan as "UniWar S".

$end

$info=gionbana,mgion,
$bio

Gionbana (c) 01/1989 Nichibutsu.


A hanafuda game with women who love to take their clothes off if they lose.

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Gion Flower'. 'Gion' is the entertainment district of Kyoto, Japan.

$end

$info=gladiatr,
$bio

Gladiator (c) 1986 Taito.


- TRIVIA -


A prototype version of this game is known as "Golden Castle".

This game is known in Japan as "Ougon no Shiro".


Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively.


- UPDATES -


The Japanese version ("Ohgon no Siro") and the prototype ("Golden Castle") have a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way).


- PORTS -


* Computers : 

ZX Spectrum (1987 "Great Gurianos")

Amstrad CPC (1987, "Great Gurianos")

Commodore C64 (1987, "Great Gurianos")

$end

$info=sgladiat,
$bio

Gladiator 1984 (c) 1984 SNK.

Game ID : A3006

$end

$info=glass,
$bio

Glass (c) 1993 Gaelco.

Game ID : 931021


- SERIES -


1. Splash! (1992)

2. Glass (1993)

$end

$info=theglob,theglob2,theglob3,theglobp,
$bio

The Glob (c) 1983 Epos.


- TRIVIA -


This game is also known as "Super Glob" and "Beastie Feastie".

$end

$info=gblchmp,
$bio

Global Champion (c) 07/1994 Taito.

Game ID : D84


Nine selectable characters and three end bosses do battle amidst well-done parallax scrolling backgrounds that can be decimated by special moves!


- TRIVIA -


This game is known outside US as "Kaiser Knuckle".

An updated prototype of this game is known as "Dan-Ku-Ga".


This game runs on the Taito F3 System hardware.


- UPDATES -


The title screen is different than Kaiser Knuckle.


- STAFF -


Image illustrator : Nobuteru Yuki

Project leader : Takeshi Kobori

Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main character designers : Yuji Sakamoto, Takeshi Kobori

Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistants : Peacock, Production IG, VAP

Main programmmer : Hiroshi Aoki

Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music composer : Yasuhisa Watanabe (Zuntata)

Sound effect eesigners : Katsuhisa Ishikawa (Zuntata)

Recording engineers : Munehiro Nakanishi (Zuntata)

System engineers : Katsumi Kaneoka, Hironobu Suzuki

Designers : Kumi Mizobe, Takeshi Kobori

Mechanic engineer : Koichi Otsu


* CAST :

Kazuya : Kazuki Yao

Barts : Ryutaro Okiayu

Lihua : Saeko Shimazu

Liza : Aya Hisakawa

Gekkou : Hideo Ishikawa

J-McCoy : Kazunari Tanaka

Wulong : Yasushi Horibata

Marco : Ichiro Otowa

Boggy : Andrew Holms

Gonzales : Hisao Egawa

Azteca : Ryu Kuzu

General : Steve Yamashita

Narrator : Randy Sexton

$end

$info=yamagchi,
$bio

Go Go Mr. Yamaguchi - Jungle Survival (c) 1985 Taito.

Game ID : A38


- TRIVIA -


This game is known in Japan as "Yuke Yuke Yamaguchi-kun - Kesshi no Tanken Survival" (translates from Japanese as 'Go Go Yamaguchi-kun - Do-or-Die Spirit of Exploration Survival').


This game runs on the "Nunchackun" hardware.

$end

$info=gogomile,
$bio

Go Go! Mile Smile (c) 1995 Fuuki.


- TRIVIA -


This game is known in Japan as "Susume! Mile Smile".


This is the first Fuuki arcade game.


- STAFF -


Programmers : Syaboon, T. Usami

Graphic Desiners : Dai, T. Komitan, Pan, Ryoma

Sound Composer : A. Inu. Nishida

Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell

Producer : Y. Takahashi

$end

$info=goal92,
$bio

Goal! '92 (c) 1992.


- TRIVIA -


This game is a bootleg of "Seibu Cup Soccer".

$end

$info=goalx3,
$bio

Goal! Goal! Goal! (c) 1995 Visco.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Tetsuo Akiyama

Direction : Don Gabacyo

Assistance : Yasuhisa Itoi

Main programmer : N. Yamaguchi

Programmers : PHA, M. Taniguchi, Gogo

Graphic designers : T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu

Sound by Act Japan.

$end

$info=gghost,
$bio

Goalie Ghost (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Designed and programmed by : Ed Rotberg, Owen Rubin, Jon Kinsting

Screen graphics by : Martin French, Roger Hector

Music and sounds by : Jesse Osborne

$end

$info=godzilla,
$bio

Godzilla (c) 1993 Banpresto.

$end

$info=goindol,goindolu,goindolj,
$bio

Goindol (c) 08/1987 SunA.


Let's Smash Blocks! Fighting between primitive 'Goindol' guardian blocks in eolithics age and adventurers of civilized world 100 rounds full of variety and excitement 16 pictures added for bonus.


- TRIVIA -


A bootleg of this game is known as "Homo".

$end

$info=gokuparo,
$bio

Gokujyou Parodius! - Kako no Eikou wo Motomete (c) 1994 Konami.

Game ID : GX321


- TRIVIA -


The title of this game translates from Japanese as 'Fantastic Parodius! - Surpassing Its Former Glory'.


This game is known outside Japan as "Fantastic Journey".


This game runs on the Konami GX hardware.


Stage 1 music is a remix of 'In the Mood', by Joe Garland (1939).

Stage 1 boss music is a remix of 'Carmen : Le Toreador', by Georges Bizet (1875).

Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa (1896).

Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss (1858).

Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado (1949).

Stage 4 music is a remix of 'Guillaume Tell', by Gioacchino Rossini (1829).

Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music.

Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'.

Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart.

Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori.

Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song.

Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner.

Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart.

Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak.

Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross".

Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov.

Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky.


King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994.


- SERIES -


1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)

2. Parodius Da! - Shinwa kara Owarai e (1990)

3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)

4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)

5. Sexy Parodius (1996)


- STAFF -


Programmers : Chichibinta Tsukasa, V. Mailer

Character designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi

Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo

Sound effects : Gokujyou-Tasaka, 118

Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom

Product designer : Poper Takashi


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

$end

$info=goldbug,
$bio

Gold Bug (c) 1982 Century Electronics.

$end

$info=goldmedl,goldmeda,goldmedb,
$bio

Gold Medalist (c) 09/1988 SNK.

Game ID : Alpha-68K96II 'GM'

$end

$info=goldnaxe,goldnabl,goldnaxj,goldnaxb,goldnaxc,goldnaxa,
$bio

Golden Axe (c) 06/1989 Sega.


Three warriors take up arms to save the King from the evil Death Adder. Rideable monsters and magic spells add to the fun in this Sega classic beat-'em-up!


- TRIVIA -


This game runs on the Sega System 16B hardware.


Note : The kanji on the title screen actually reads 'Senpu', meaning 'Fighting Axe'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.


Many of the samples used for Golden Axe and its sequel were taken from the movies "Rambo - First Blood" and "Conan the Cimmerian". More specific when you kill bad guys sometimes they scream something like 'Oooh God!' which was taken from Rambo at the scene which takes place in the forest when one of the policemen fell into a trap and gets impaled by sharp pieces of wood. The sample used for the man who gets trampled by a bad guy in Golden Axe and the scream of Death-Adder when falling from the dragon at the final scene of "Golden Axe - Revenge of Death-Adder" was taken from the policeman who also fell from the helicopter pursuiting Rambo. Finally the battle cry used for the big baddies when they die in Golden Axe and the scream for the big chained green monster on "Golden Axe - Revenge of Death-Adder" on stage 3 are the same and taken from Conan's scene where Arnold Schwarzenegger fights the two villains on a Stonehenge like background and again one of them gets impaled by a trap.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989.


Two limited Edition Comic Book Series' to accompany the game were published in the UK in the early 1990's. They can be found along with other Sega related adaptions in fleetways 'Sonic The Comic' which ran for approximately 200 issues.


- TIPS AND TRICKS -


* Two Player Health Restoral : If a player's health is at zero (no life bar visible) when the bonus level/intermission ends, s/he will begin the next level at full health (three life bars). So if you CAREFULLY hack one another, you can restore your health. You should allow the other character to recover after each swipe, otherwise you may throw or kick and actually kill the other player.


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)


- STAFF -


Designed by Team Shinobi.


- PORTS -


* Consoles :

Sega Mega Drive (1989)

Sega Master System (1989)

NEC PC Engine Super CD-ROM2 (1990)

Sega Mega Drive (1994, "MegaGames 3in1 Vol 2")

Sega Dreamcast ("Sega Smash Pack Vol. 1")

Bandai WonderSwan


* Computers :

Atari ST (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

PC [MS-DOS, 5.25''] (1990)

Sinclair ZX Spectrum (1991)

PC [CD-ROM, Windows] (1999, "Sega Smash Pack")

$end

$info=gaxeduel,
$bio

Golden Axe - The Duel (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=ga2,ga2j,
$bio

Golden Axe - The Revenge of Death Adder (c) 1992 Sega.


The four strong fighters fight again to stop the resurrection of the evil Death Adder and his evil minions.


- TRIVIA -


This game runs on the Sega System 32 hardware.


Gilius, the dwarf of the first episode is not directly playable on this sequel, but appears on the back of a giant named Goah.


Each time when you win a stage a map screen shows up. That map screen actually contains ancient greek words!!! Here is the translation :

* The word at the bottom means 'river'.

* The bottom-left word means 'cave'.

* The bottom-right word means 'forest'.

* The word in the center means 'town'.

* The upper-left word means 'graveyard'.

* The word in the upper-right corner means 'sea'.

* And finally the word on top is the name of an ancient greek mythological monster!!.


- UPDATES -


The Japanese version has some differences :

* Has 5 scenes (levels) instead of 7.

* Is a 2 players game only instead of 4.

* You have 2 lives and 24 of energy instead of 1 live and 40 of energy.


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)

$end

$info=gfire2,
$bio

Golden Fire II (c) 1992 Topis.

$end

$info=gpgolf,
$bio

Golden Par Golf (c) 1992 Strata / Incredible Technologies.


- STAFF -


Creative direction : Scott Morrison

Game design : Larry Hodgon, Jim Zielinski

Software : Larry Hodgson, Richard Ditton, Jane Zeto

Artwork : Dale Kerkman, Tim Skelly, Susan Carlson

Golf course design : Jim Zielinski

Sound and music :  Daviel Thiel

Hardware : Steve Jaskowiak, Scott A. Allie

Sales by Electrocoin Automatics LTD.

$end

$info=gtg,gtgt,
$bio

Golden Tee Golf (c) 1990 Strata / Incredible Technologies.


- SERIES -


1. Golden Tee Golf (1990)

2. Golden Tee Golf II (1991)

3. Golden Tee 3D Golf (1995)

4. Golden Tee Golf '97 (1997)

5. Golden Tee Golf '98 (1998)

6. Golden Tee Golf '99 (1999)

7. Golden Tee 2K (2000)

$end

$info=gtg2,gtg2j,gtg2t,
$bio

Golden Tee Golf II (c) 1991 Strata / Incredible Technologies.


- UPDATES -


Revision 1 :

* Software version : 1.0.


Revision 2 :

* Software version : 1.1.

* Added a trackball control.

* Added 'Trackball Adjustment' in the operator menu.

* Added 'Initial Coin Adjustment' in the operator menu.

* Removed 'Put Meter Adjustment' (Putt Meter ON/OFF) in the operator menu.

* Added three new pages on the 'Audit menu' of the operator menu.


Revision 3 :

* Software version : 2.2.


- SERIES -


1. Golden Tee Golf (1990)

2. Golden Tee Golf II (1991)

3. Golden Tee 3D Golf (1995)

4. Golden Tee Golf '97 (1997)

5. Golden Tee Golf '98 (1998)

6. Golden Tee Golf '99 (1999)

7. Golden Tee 2K (2000)


- STAFF -


Creative direction : Scott Morrison

Game designers : Larry Hodgson, Jim Zielinski

Software : Larry Hodgson, Jane Zeto

Hardware : Steve Jaskowiak, Scott A.Allie

Artwork : Dale Kerkman, Susan Carlson, Tim Skelly

Sound and music : David Thiel

Golf course designer : Jim Zielinski

Sales : John Cassiday

$end

$info=glfgreat,glfgretj,
$bio

Golfing Greats (c) 03/1991 Konami.

Game ID : GX061


- TRIVIA -


This game runs on the TMNT2 hardware.


- SERIES -


1. Golfing Greats (1991)

2. Golfing Greats 2 (1994)

$end

$info=ggreats2,
$bio

Golfing Greats 2 (c) 1994 Konami.

Game ID : GX218


- TRIVIA -


This game is known outside Japan as "Konami's Open Golf Championship".


This game runs on the Konami GX hardware.


- SERIES -


1. Golfing Greats (1991)

2. Golfing Greats 2 (1994)

$end

$info=golgo13,
$bio

Golgo 13 (c) 1999 Raizing / Namco.


- TRIVIA -


This game runs on the Namco System 12 hardware.


- SERIES -


1. Golgo 13 (1999)

2. Golgo 13 2 - Kiseki no Dandou (2000)

3. Golgo 13 3 - Juusei no Chinkonka (2001)

$end

$info=gollygho,
$bio

Golly! Ghost! (c) 1990 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


The game featured a genuine doll's house hooked up to a pinball-style motor board. The motors allowed certain parts of the doll's house to move under CPU control (to allow the ghosts to come out of the toilet etc.). To project the ghosts, a monitor was placed in the base of the cabinet, projecting an inverted image onto a pane of glass. This system proved to be such a good way of removing interference when operating genuine lightguns (the ones in Golly! Ghost! were actually joysticks) that this reflection system has been used in upright lightgun games from Namco ever since (including "Point Blank"). One interesting point, since the ghosts are not in this dimension and can pass through walls why do they need to open doors to get in.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.


- SERIES -


1. Golly! Ghost! (1990)

2. Bubble Trouble : Golly! Ghost! 2 (1992)

$end

$info=gomoku,
$bio

Gomoku Narabe Renju (c) 1981 Nichibutsu.


- TRIVIA -


The ancient Asian game of 'Go' is called 'Gomoku Narabe' in Japan, meaning 'five in a row'. The object of the game is to simply get five of your chips in a row. Sounds simple, but there are endless strategies and philosophies to this game. The game presented in Gomoku Narabe Renju is a combination of 'Go-Moku Narabe' and 'Ninuki Renju' - a synthesis of two similar board games that use a Go board where the objective is to make five in a row.


- PORTS -


* Consoles :

Nintendo Famicom (1983)


* Computers :

MSX

$end

$info=imsorryj,
$bio

Gonbee no I'm Sorry (c) 1985 Coreland / Sega.

Game ID : 834-5707


- TRIVIA -


This game is known outside Japan as "I'm Sorry".


This game runs on the Sega System 1 hardware.


This game is mostly Japanese nonsense satire. The title is a play on the word 'sori', which means 'Prime Minister'. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba.


This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper.


- STAFF -


From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami

$end

$info=gondo,
$bio

Gondomania (c) 03/1987 Data East.


- TRIVIA -


This game is known in Japan as "Makyou Senshi".


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- STAFF -


Game designed by : Y. Gondo

Programmers : T. Kitazawa, T. Nishizawa, S. Tamura

Sound by : H. Yoshida

Music composed by : Azusa Hara (AZUSA)

Character designers : Back Man, A. Kushima, H. Nomura

Hardware designer : K. Yoshida

Ending designed by : T. Nishizawa

Supervised by : T. Kitzawa

$end

$info=gorf,gorfpgm1,
$bio

Gorf (c) 02/1981 Midway.


Gorf is essentially five games in one...


Mission 1, Astro Battles : The first mission is more or less a straight clone of "Space Invaders", set against a sky-blue background. The player is protected by a glittering parabolic forcefield, which is gradually worn away by enemy projectiles. The forcefield apparently works in both directions, and therefore it must momentarily deactivate in order for the player's ship to fire out. To advance to the next mission, the player must destroy all the invaders.


Mission 2, Laser Attack : The rest of the missions take place in space. In this mission, the player is faced with two formations of five enemies each. The formations are cross-shaped, and at the bottom of each formation is a single laser gun. The laser guns fire a long, dangerous yellow beam at regular intervals. At the same time, the other enemies may break formation and attempt to divebomb the player. Destroying a laser gun causes the corresponding formation to break apart. To advance to the next mission, the player must destroy all the enemies.


Mission 3, Galaxians : This mission is a clone of "Galaxian". The player is faced with a swarm of galaxians, which continually divebomb and shower the player with deadly projectiles. To advance to the next mission, the player must destroy all the galaxians.


Mission 4, Space Warp : A wormhole of some kind is situated in the middle of the screen. Enemies emerge from it one-at-a-time, and spiral outward at increasing speed, whilst growing larger and flinging fireballs at the player. To advance to the next mission, the player must survive a number of these enemies.


Mission 5, Flag Ship : The final mission is a one-on-one confrontation with the Flag Ship. The Flag Ship could be considered one of the earliest bosses in mainstream computer games. It is equipped with its own forcefield, which the player must blast through to get a clean shot on the ship. It is also armed with a powerful fireball weapon. The player's weapon has a minor effect on the Flag Ship's hull, and can only blast off tiny pieces of it. This adds to the player's problems, as stray pieces of hull can destroy their ship. These pieces can be destroyed with a single shot. The only way to destroy the Flag Ship is to hit the glowing reactor at the heart of the ship, either by first blasting away the hull to expose it, or by managing to fire a shot directly into the tiny vent that leads to the reactor.


- TRIVIA -


Gorf was the first game ever to show multiple scenes.


Gorf has almost classic status and it became legendary for its almost unintelligible speech.


Note : Ever notice that GORF is FROG spelled backwards? :). Seriously, GORF is an acronym for 'Galactic Orbital Robot Force'.


Jay designed a sequel to Gorf called 'Mrs. Gorf', but it was never released.


A Star Trek tie in was originally planned by Midway, but when the first movie fell flat, the Enterprise sprite was reused as the Gorf flagship.


During the attract modes and gameplay, Gorf says a number of humorous things. Here are a few : 'Try again! I devour coins!', 'Ha ha ha ha!', 'Prepare for annihilation!', 'All hail the supreme Gorfian Empire!', 'Long Live Gorf!'.


This game runs on the Bally Midway Astrocade hardware. Gorf arcade units came in a blue and grey dedicated cabinet with sticker sideart of several spaceships locked in battle. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart) Play was controlled with a center mounted 'flight stick' type controller.


A Gorf unit appears in the 1982 movie 'Fast Times at Ridgemont High' and in the 1983 movie 'Joysticks'.


- STAFF -


Executive producer : Dave Nutting

Game concept / Designers : Dave Nutting, Jay Fenton

Video programmer : Jay Fenton

Audio programmer : Scot Norris

Added program support : Rick Frankel, Bob Ogden

Electronics designers : Jeff Frederickson, Dave Otto


- PORTS -


* Consoles :

Colecovision (1981)

Atari 2600 (1982)

Atari 5200 (1983)


* Computers :

Commodore VIC20 (1982)

Commodore C64 (1983)

$end

$info=gorkans,
$bio

Gorkans (c) 1983 Techstar.


- TRIVIA -


This game is a bootleg of "Mr. TNT".

$end

$info=gotcha,
$bio

Got-cha - Mini Game Festival (c) 1997 Dongsung.


- TRIVIA -


Presented by Para.


A Bish-bashi knockoff suitable for children. In the English language version, the voice over artist talks incredibly quickly. The reason is that, in order to minimise the reprogramming, the new ADPCM samples had to take up the same space as the original Japanese ones. Since Japanese sentences are, in general, shorter (due to the phonetic nature of the alphabet) time was very tight (Even at that speed, she still didn't manage all the samples required).

$end

$info=gotya,
$bio

Got-Ya (c) 12/1981 Game-A-Tron.


- TRIVIA -


This game is also known as "The Hand".

$end

$info=ryorioh,
$bio

Gourmet Battle Quiz Ryorioh Cooking (c) 1998 Visco.


- TRIVIA -


The title of this game translates from Japanese as 'Gourmet Battle Quiz Cooking King'.


This setting and concept of this game borrows heavily from Fuji Television's cooking competition show, 'Ryouri no Testujin', which means, 'Iron Men of Cooking'. As of 2004, the Food Network, a North American cable channel, continues to air the English dubbed version of the program under the name 'Iron Chef'.

$end

$info=gp500,
$bio

GP 500 (c) 1999 Namco.


- TRIVIA -


This game runs on the Namco Super System 23 hardware.

$end

$info=gradius,
$bio

Gradius (c) 05/1985 Konami.

Game ID : GX400


- TRIVIA -


This game is known in Europe as "Nemesis".


First shoot-em-up with serious power-ups.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986.

Apolon released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987.


Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'.


Bandai released a boardgame (in Japan only) based on this videogame (same name) in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules.


- SERIES -


1. Gradius (1985)

2. Gradius 2 (1987, MSX)

3. Gradius II - Gofer no Yabou (1988)

4. Gradius III - Densetsu Kara Shinwa-e (1989)

5. Nemesis '90 Kai (1993, Sharp X68000)

6. Solar Assault - Gradius (1997)

7. Solar Assault - Revisited (1997)

8. Gradius IV - Fukkatsu (1999)

9. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Music by : Miki Higashino


- PORTS -


* Consoles :

Nintendo Famicom (1986)

NEC PC Engine (1991)

Sega Saturn (1996, "Gradius Deluxe Pack")


* Computers :

MSX (1986)

Sharp X68000 (1987)

Commodore C64 (1987)


* Others :

LCD handheld game (1989)

$end

$info=gradius2,grdius2a,grdius2b,
$bio

Gradius II - GOFER no Yabou (c) 03/1988 Konami.

Game ID : GX785


- TRIVIA -


The title of this game translates from Japanese as 'Gradius II - GOFER's Ambition'.


This game is known outside Japan as "Vulcan Venture".


This game runs on the Konami Twin 16 hardware.


Apollon released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988.


- UPDATES -


The main differences between Vulcan Venture and Gradius II are :

* Continue available in Vulcan Venture.

* Different title screen.

* Option is called Multiple in Vulcan Venture.

* Ripple Laser is called Pulse Laser in Vulcan Venture.


- SERIES -


1. Gradius (1985)

2. Gradius 2 (1987, MSX)

3. Gradius II - Gofer no Yabou (1988)

4. Gradius III - Densetsu Kara Shinwa-e (1989)

5. Nemesis '90 Kai (1993, Sharp X68000)

6. Solar Assault - Gradius (1997)

7. Solar Assault - Revisited (1997)

8. Gradius IV - Fukkatsu (1999)

9. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Game programmers : T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii

Graphic designers : Miki Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, Kuniaki Kakuwa

Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami

Engineer : K. Hashima

Title designers : F. Shinuya, J. Tanaka


- PORTS -


* Consoles :

Nintendo Famicom (1988)

NEC PC Engine Super CD-ROM2 (1992)

Sega Saturn (1996, "Gradius Deluxe Pack")


* Computers :

Sharp X68000 (1992)

$end

$info=grdius3e,
$bio

Gradius III (c) 12/1989 Konami.

Game ID : GX945


- TRIVIA -


This game is known in Asia and Japan as "Gradius III - Densetsu Kara Shinwa-e".


This game runs on the "Super Contra" hardware.


Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.


- TIPS AND TRICKS -


* Change BGM : In Stage 3 (In The Wind), around the T-shaped cliff, you will find an enemy bay against the wall and under a ceiling, which is nearly impossible to hit except with the use of some types of Missiles and the S.Option. Destroy it and the BGM in the stage will change.


* Play First Level Of "Salamander" Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.


- SERIES -


1. Nemesis (1985)

2. Gradius 2 (1987, MSX)

3. Vulcan Venture (1988)

4. Gradius III (1989)

5. Nemesis '90 Kai (1993, Sharp X68000)

6. Solar Assault - Gradius (1997)

7. Solar Assault - Revisited (1997)

8. Gradius IV - Fukkatsu (1999)

9. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Director : Hiroyasu Machiguchi

Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa

Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano

Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi

Engineer : K. Ban, K. Itoh

Title designers : F. Shibuya, M. Yoshihashi


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

Sony Playstation 2 (2000, "Gradius III & IV")


* Computers :

Sharp X68000

$end

$info=gradius3,grdius3a,
$bio

Gradius III - Densetsu Kara Shinwa-e (c) 1989 Konami.

Game ID : GX945


- TRIVIA -


The subtitle of this game translates from Japanese as 'From Legend to Myth'.


This game is known outside Asia and Japan as "Gradius III".


This game runs on the "Super Contra" hardware.


Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.


- TIPS AND TRICKS -


* Play First Level Of Salamander Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.


- SERIES -


1. Gradius (1985)

2. Gradius 2 (1987, MSX)

3. Gradius II - Gofer no Yabou (1988)

4. Gofer no Yabou : Episode II (1988, MSX)

5. Gradius III - Densetsu Kara Shinwa-e (1989)

6. Nemesis '90 Kai (1993, Sharp X68000)

7. Solar Assault - Gradius (1997)

8. Solar Assault - Revisited (1997)

9. Gradius IV - Fukkatsu (1999)

10. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Director : Hiroyasu Machiguchi

Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa

Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano

Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi

Engineers : K. Ban, K. Itoh

Title designers : F. Shibuya, M. Yoshihashi

$end

$info=gradius4,
$bio

Gradius IV - Fukkatsu (c) 1999 Konami.


- SERIES -


1. Gradius (1985)

2. Gradius 2 (1987, MSX)

3. Gradius II - Gofer no Yabou (1988)

4. Gradius III - Densetsu Kara Shinwa-e (1989)

5. Nemesis '90 Kai (1993, Sharp X68000)

6. Solar Assault - Gradius (1997)

7. Solar Assault - Revisited (1997)

8. Gradius IV - Fukkatsu (1999)

9. Gradius V (2003, Sony PlayStation 2)

$end

$info=grchamp,
$bio

Grand Champion (c) 07/1981 Taito.

Game ID : GM

$end

$info=gcpinbal,
$bio

Grand Cross (c) 1994 Excellent System.

$end

$info=gstriker,
$bio

Grand Striker - Human Cup (c) 08/1993 Human.


- SERIES -


1. Grand Striker - Human Cup (1993)

2. Grand Striker 2 (1996)


- STAFF -


Program direction : Shin Umezawa, Masato Masuda

Main programmer : Hiroshi Sasaki

Programmers : Shigeaki Nezu, Kazuhiro Uebayashi

Main graphic designer : Kenji Kimura

Visual director : Hisashi Satoh

Graphics designers : Yoshinori Asakura, Satoru Itoh, Toshiyuki Ohhashi, Kouji Kaneda, Tsuyoshi Kinoshiro, Kazuo Komuro, Shigeki Sugimoto

Sound production : H.E.L.P.

Music composition : Hironori Tanaka, Masahiro Yonezawa, Kanako Yamakita, Konomi Itoh, Katsunari Kitajima

SE & Music programmer : Masamichi Yamazaki

Music driver programming : Kouji Niikura, Tomoyuki Takano

Game designer : AM "King of Striker" Team

Director : Midori Masato

$end

$info=gstrik2,
$bio

Grand Striker 2 (c) 1996 Human.


- TRIVIA -


Grand Striker 2 has adverts for "Blazing Tornado" on the boards.


- SERIES -


1. Grand Striker - Human Cup (1993)

2. Grand Striker 2 (1996)


- STAFF -


Producer : Masato Masuda

Planner : RCB Ohmura

Programmers : Venuss Itoh, Suzuki "Mad Dog" Keizo, Kasa P!, Fuliski Okuno, Chiiko

System analysis : Chiiko, Toshimaro Adachi

Graphic designers : Hisashi Sato, Ryuji Kakegawa, Ryo Kato, Sapporo Visual Center

Human Oekaki Club : Hoehoe Q, Teltel 7

Sound composers : Chiyomaru Shikura, Pudding Takano

Sound programmers : Chiyomaru Shikura, Pudding Takano, Nobuo Fujii, "Atcky" Yuda!

Sound engineer : Nobuo Fujii

Sound effects : Pudding Takano

Guitar player : Chiyomaru Shikura

Special voices : Taco Fiorey, Ese Kunie, Kengo Itoh SS, Teltel 7

$end

$info=grndtour,
$bio

Grand Tour (c) 1993 IGS.

Game ID : 0036-5

$end

$info=gratia,gratiaa,
$bio

Gratia - Second Earth (c) 1996 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.

$end

$info=gravitar,gravitr2,gravp,
$bio

Gravitar (c) 08/1982 Atari.

Game ID : 136010


The player controls a space ship in three different solar systems. Each solar system consists of a home base, a death star, a red alien planet and four regular planets. Each planet has its own unique terrain. The red alien planet is the home of shooting alien ships. Some of the regular planets may have flying alien rammers to be avoided or shot down. The four planets all have fuel cells to be retrieved with a tractor beam and alien bunkers that fire shells. Successfully destroying all of the bunkers results in a MISSION COMPLETE message at the top of the screen. Achieving MISSION COMPLETE allows the player to collect bonus if he can evade the rammers when leaving the planet. If successful, he will be placed back in the solar system. A player has two ways to advance to the next solar system. The first is to successfully complete a mission on all four regular planets. The second way is to complete a mission on the red alien planet, which establishes a link into the next solar system.


- TRIVIA -


The prototype of this game is known as "Lunar Battle".


Developed in 14 months, Gravitar was the first game that Mike Hally produced and designed for Atari. The concept of Gravitar was based on a combination of "Lunar Lander" and "Asteroids".


Gravitar has a color X-Y video display. This display, with its 3 color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects.


Gravitar was the first game to have a real-time dynamic perspective - When you enter a planet, the screen zooms in to give you a closer look. Unfortunately, it was a colossal failure, primarily because of its difficulty. While beautiful to look at for its time, the learning curve was too steep too early - When you're plugging quarters into a machine, you stop playing a tough game. But interest in the title has resurged among hard-core arcade gamers. This is because once the controls are mastered, the game is phenomenally addictive.


Approximately 5,420 units were produced.


A Gravitar unit appears in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again' and in the 1987 movie 'Death Wish 4 - The Crackdown'.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- TIPS AND TRICKS -


* Depending on the highest score, one of eight list names appears above the table of initials...

Between 0 and 20,000 pts : FLUNKY

Between 20,001 and 40,000 pts : GUNNER

Between 40,001 and 80,000 pts : CO-PILOT

Between 80,001 and 100,000 pts : PILOT

Between 100,001 and 200,000 pts : ACE PILOT

Between 201,001 and 400,000 pts : KILLER PILOT

Between 400,001 and 800,000 pts : PONTIUS PILATE

Above 800,000 pts : GOTTA-BE-LUCKY


* A Well Known Cheat/Bug : At a joint between two vectors (>90 degrees), position yourself below and shoot straight up. If you can align yourself just right, the shots will travel through the walls at the joint. Without moving from side to side, just thrust up and voila, you are now inside the wall. You can now move around and shoot the gun pods from behind. This is especially useful if you can get under the world!


* Hint 1 : Develop skill for controlling the space ship in regular and negative gravity.


* Hint 2 : Beam up fuel cells with TRACTOR/SHIELD.


* Hint 3 : Attack the red alien planet first for maximum challenge and 20,000 bonus points! Completion of this planet immediately places a player in the next solar system where all planets are worth 9,000 bonus points.


* Hint 4 : Attack more difficult planets early in the game for higher bonus points.


* Hint 5 : Many planet terrains have safe areas or 'blind spots' from which the player can safely shoot at bunkers.


- STAFF -


Designed by : Mike Hally (MLH)

Programmed by : Rich Adam (RDA)

Tech and hardware designer : Joe Coddington (JOE)

Others : Owen Rubin (ORR), Mark Cerny (MEC), Brad Chaboya (BRD)


- PORTS -


* Consoles :

Atari 2600 (1983)

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")


* Computers :

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")


- SOURCES -


Dan Coogan's Gravitar site - http://www.cooganphoto.com/gravitar/ : dedicated to the 1982 Atari classic video arcade game Gravitar. Hints and playing tips with screen captures, etc. included...

$end

$info=gtmr,gtmre,gtmrusa,
$bio

Great 1000 Miles Rally (c) 07/1994 Kaneko.


- TRIVIA -


Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.


- UPDATES -


Evolution Model (09/1994) :

* Intro has been changed slightly (windowed animations play first, car throws off smoke, sound effects play).

* Levels have been slightly changed (ramps removed, added, etc.).

* Player's car throws off a lot more smoke when driving.

* Player's car bursts into flames when time runs out.

* Title screen now has animated letters and no Italian flag.

* Two additional cars (for a total of 12) : RacerX and FireBall.

* Two different colors for most cars (as opposed to only one).

* When AI cars are hit they burst into flame instead of throwing off sparks.


- SERIES -


1. Great 1000 Miles Rally (1994)

2. Mille Miglia 2 - Great 1000 Miles Rally (1995)

$end

$info=greatgun,
$bio

Great Guns (c) 1983 Stern Electronics.


Great Guns is a one or two player game presenting an attractively scenic and sharply defined series of target racks which generates competitive challenge for the players. Features a variety of target scenes (a total of nine tantalizing scenes are possible depending on the players skill in shooting).


- TRIVIA -


Great guns has a 'Skill Return' feature which will return player's coin or token in obtaining a pre-set score (adjustable).


- TIPS AND TRICKS -


Hint, Play With A friend! : When two players play, a bonus of additional bullets is awarded each player.


- STAFF -


Designed by Brian Pocklacki, Joseph Joos, Gordon Morison

$end

$info=gmahou,
$bio

Great Mahou Daisakusen (c) 01/2000 Eighting / Raizing.

Game ID : CP-S II No. 31


In this impressive blend of an overhead shooter with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Capcom for distribution.


The title of this game translates from Japanese as 'Magic Great Military Operation'. The 'Dai' prefix in 'Daisakusen' means 'great', so to get technical the translation of this came could be 'Great Magic Great Military Operation'.


This game is known outside Japan as "Dimahoo".


This game runs on the Capcom Play System II hardware (CPS II).


Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen" as a selectable character and as a secret character in "Armed Police Batrider".


- TIPS AND TRICKS -


* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable.


- SERIES -


1. Mahou Daisakusen (1993)

2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)

3. Great Mahou Daisakusen (2000)


- STAFF -


Main programmer : Yuichi Toyama

Planner & Designer : Ken-Ichi Yokoh

Progress control : Susumu Hibi

Producers : Masato Toyoshima, Tatsuya Minami

Sound : Manabu Namiki

Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa

Support from Capcom : Tomoshi Sadamoto

$end

$info=gslgr94u,
$bio

Great Sluggers - Featuring 1994 Team Rosters (c) 1994 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


This game is an official licensed product of the MLBPA (Major League Baseball Players Association).


- SERIES -


1. Great Sluggers - New World Stadium (1993)

2. Great Sluggers - Featuring 1994 Team Rosters (1994)

$end

$info=gslugrsj,
$bio

Great Sluggers - New World Stadium (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


This game is an official licensed product of the MLBPA (Major League Baseball Players Association).


- SERIES -


1. Great Sluggers - New World Stadium (1993)

2. Great Sluggers - Featuring 1994 Team Rosters (1994)

$end

$info=gsword,
$bio

Great Swords' man (c) 1984 Taito.


The fencing equivalent of Karate Champ!

$end

$info=grtwall,
$bio

The Great Wall (c) 1994 IGS.

$end

$info=gberet,gberetb,
$bio

Green Beret (c) 10/1985 Konami.

Game ID : GX577


In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)


- TRIVIA -


This game is known in US as "Rush'n Attack".


Also manufactured by Irem as the same name.


- SERIES -


1. Green Beret (1985)

2. M.I.A. - Missing in Action (1989)


- PORTS -


* Computers :

Sinclair ZX Spectrum (1986)

MSX (1986)

Atari 800 (1986)

Amstrad CPC (1986)

Commodore C64 (1986)

PC [MS-DOS, 5.25''] ("Rush 'n Attack")

Thomson M05

$end

$info=greenber,
$bio

Green Beret (c) 1980 Irem.

$end

$info=gseeker,gseekeru,gseekerj,
$bio

Grid Seeker - Project Stormhammer (c) 1992 Taito.

Game ID : D40


- TRIVIA -


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Grid Seeker - PCCB-00131) on 21/07/1993.


- STAFF -


Game designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko

Programmers : Takahiro Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou

Software : Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura

Character designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa

Object art director : Lin Chinkai (Indy Chinkai)

Screen art directors : Takashi Yamada, Lin Hu-Man Gas

Graphic designers : Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Space Creative, A-Wave, Visual Arts Production

Hardware engineer : Katsumi Kaneoka

Decorator : Toshiyuki Takenami

Sound directors (Zuntata) : Norihiro Furukawa, Naoto Ishita (YAG)

Producer : Toshiaki Kato

$end

$info=thegrid,
$bio

The Grid (c) 2001 Midway.

$end

$info=gridiron,
$bio

Gridiron Fight (c) 03/1985 Tehkan.

$end

$info=gridlee,
$bio

Gridlee (c) 1983 Videa.


- TRIVIA -


Originally named 'Pogoz', this prototype was never released. The game was put out on field test and did poorly, so Gottlieb decided not to build it. Only one unit was built.


Videa was started in November of 1981 as a video game development company. Around that time were 'Gridle' was submitted and refused by Gottlieb, the assets of Videa (but not the corporate entity) were acquired by Pizza Time Theater. The new corporation, formed from the combination of the existing Pizza Time engineering department and the employees of and assets of Videa, was named 'Sente Technology'.


- STAFF -


Programmed by : Ed Rotberg

Video graphics by : Roger Hector

Sound by : Howard Delman

Technician : Paul Brandt

$end

$info=griffon,
$bio

Griffon (c) 1980 Videotron.


- TRIVIA -


This game is also known as "Phoenix".

$end

$info=grindstm,grindsta,
$bio

Grind Stormer (c) 1992 Toaplan.

Game ID : TP-027


- TRIVIA -


Licensed to American Sammy for USA, to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia and to Anomoto International for Taiwan.


This game is known in Japan as "V-Five".


- UPDATES -


Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Director : K. Takano

Programmers : C. Hayasato, T. Ikeda

Graphic designers : Y. Naora, M. Yamaguchi

Sound director : Masanori Yuge


- PORTS -


* Consoles :

Sega Mega Drive (1994)

$end

$info=grobda,grobda2,grobda3,
$bio

Grobda (c) 12/1984 Namco.


- TRIVIA -


This game runs on the "Super Pac-Man" hardware but has an additional DAC for speech.


The Grobda tank was one of the enemies in "Xevious".


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.

3) Press the service switch to display the grid and press (all together) Right+Button1+Start2.

4) '(c) NAMCO LTD. 1984' will appear on the screen.


- STAFF -


Game designed and produced by : Masanobu Endoh (EVE200 End)

Programmed by : Hosei Wait

Music composed by : Yuri Keino

Engineer : Tall Ogawa

Graphic designed by : You. Shino

Debugged by : Tama Chang


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.2")


* Computers :

PC [Windows, CD-Rom] (1997, Namco History Vol.2")

$end

$info=groundfx,
$bio

Ground Effects / Super Ground Effects (c) 1992 Taito.

Game ID : D51


- UPDATES -


The only difference between Ground Effects & Super Ground Effects is that Super Ground Effects has a deluxe cabinet type where the player can sit down.

$end

$info=growl,growlu,
$bio

Growl (c) 02/1991 Taito.

Game ID : C74


A huge melee battle featuring four forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Runark".


This game runs on the Taito F2 hardware.


This game was dedicated to the late Mr. Katsujiro Fujimoto.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Promotion object : Hiromitsu Mihara

Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.)

Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato

Hardware : Eikichi Takahashi, Bruiser Kushiro

Trifling work : Insector Fjw

Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama

Software support : Hideki Hashimoto, Takashi Kitabayashi

Base game plan : Exit Yab

Game direction : Hide Chan

Project management : Hidehiro Fujiwara


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=grudge,
$bio

Grudge Match (c) 1987 Bally Midway.


- TRIVIA -


Originally called 'Race For Pink', as in pink slips, the certificates of ownership in California. Atari then realized that pink slips are not universal, so the name was changed. This represent the very last coin-op game designed by Owen Rubin and the end of his career. But unfortunately, this prototype was never finished / never released. In this prototype version, buying parts for your car was made VERY simple to speed up the game. In the final version, you would see your car in a garage up on a lift, and a garage full of parts you could 'buy' to make your car better. Better tires, better suspension, better brakes, better engine, better transmission. Owen was going to make the races longer, maybe 10 laps. And was going to add cops and traffic lights in the city. Run a red light, the cop chases you. If he bumped you, you stopped for a while to get a ticket! This would have been one GREAT driving game.


- STAFF -


Designed by : Owen Rubin

$end

$info=gryzor,
$bio

Gryzor (c) 1987 Konami.

Game ID : GX633


- TRIVIA -


This game is known outside Europe as "Contra".


Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.


- SERIES -


1. Gryzor (1987)

2. Super Contra (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- STAFF -


Game programmers : Satoru, Hideyuki Falco, Koichi Cobra

Video graphics : Kengo

Special designers : Ishiwari Jinbo, Passionate Norio

Sound editor : Kazuki Jah

Engineer : Rom Yamamoto

Directed by : Koji


- PORTS -


* Consoles :

Nintendo Famicom (1988)


* Computers :

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

Commodore C64 (1987)

PC [MS-DOS] (1987)

MSX2

$end

$info=gticlub,
$bio

GTI Club - Rally Cote D'azur (c) 1997 Konami.


- SERIES -


1. GTI Club - Rally Cote D'azur (1997)

2. GTI Club - Corso Italiano (2000)

$end

$info=getstar,
$bio

Guardian (c) 1986 Taito.


- TRIVIA -


Developed by Toaplan. This game runs on the "Tiger-Heli" hardware.


This game is known in Japan as "Get Star".

$end

$info=grdforce,
$bio

Guardian Force (c) 1998 Success.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=grdians,
$bio

Guardians / Denjin Makai II (c) 1995 Banpresto.

Game ID : P-FG01-1


A beat-'em-up developed by Winky Soft with 8 selectable characters and lots of special moves.


- TRIVIA -


Denjin means 'The God of Electricity'. Makai is a character's name in its pre-sequel - directly translated as 'Devil's Puppet'.


This game was only released in Japan.


- SERIES -


1. Denjin Makai (1993)

2. Ghost Chaser Densei (1994, Nintendo Super Famicom)

3. Guardians / Denjin Makai II (1995)

$end

$info=guardian,
$bio

Guardians of the 'Hood (c) 03/1992 Atari Games.

Game ID : 136092


Dangerous gangs own the streets, and is up to four brave street vigilantes to do some much needed clean up. Train hard at the sparring rounds and prove your skill at some enemies bosses so they might join your posse! Gather a few buddies for this wild ride! :)


- TRIVIA -


This game runs on the Atari G42 hardware.


This game is often regarded as the 'unauthorized sequel' to Atari's arcade classic "Pit-Fighters" since it uses the same graphical style as well as many fighting moves from that game.


- STAFF -


Project leaders / Designers : Gary Stark, Mark Stephen Pierce

Programmers : Gary Stark, Andrew J. Burgess, Ed Rotberg

Lead animator : Nick Stern

Animators : Sharon Plotkin, Sean Murphy, Chuck Eyler, Scott Sava

Engineers : Sam Lee, Pat McCarthy

Digital imaging : Rob Rowe, Dave Portera

Audio by : John Paul, Brad Fuller

Project supervisor : John Ray

Product manager : Jerry Momoda

Technician : Minh Nguyen

Design assistants : Haywood Beaird, Victor Mercieca


* CAST :

1. Guardians :

Conner : William Willis

Chief : Robert Salazar

Javier : Javier Mendez

Tanya : Marilyn Caldwell


2. Dreads :

Jay Jay : Jimmy Welch

Toots : James Thompson

Mauby : Marc Williams

Nigel : Rick Jackson


3. Shavers :

Boris : Chuck Campbell

Pebbles : Suzanne Nock

Tiny : Mark Noreng


4. Dragons :

Kwan : Harry Mok

Sue Lee : Janet Gee

Li : Riz Angel


5. Gym Match Extras :

Referee - Jose Sandoval

Bystanders - Haywood Beaird, Jose Erazo, Daisy Falk, Ge Loria Morrison, Gabriel Rotberg, Pjhillip Sheffield, Cassie Turner, Zenobia Yacoub


6. Dread Street Extras :

Drunk : Dave Portera

Hooker : Rhonda Williamson

Pusher : Rusty Dawe


7. Subway Station Extra :

Flasher : Mike Taylor

Bag-lady : Lois Turner

Bag-child : Jonathan Rowe


8. Alley Extras :

Hawker : Mike Hally


9. Dragon Street Extras :

Asian Male : Sam Lee

Asian Female : Lily Chan

Shopkeeper : Yong Carnahan


10. Bar Extra :

Bartender : Minh Nguyen

Waitress : Noelle Selich

Bar Drunk : Rizaldi Bugawan

Stripper : Celina Vannoni

Table Drunk : Dave Fabian

$end

$info=gwar,gwara,gwarb,
$bio

Guerilla War (c) 03/1988 SNK.

Game ID : A7003 'GV'


- TRIVIA -


The Japanese version of this game is called "Guevara".


This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Ché Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies, and out of respect for the Cuban Missile Crisis.


- PORTS -


* Consoles :

Nintendo Famicom (1989)


* Computers :

Amstrad CPC (1988)

Sinclair ZX Spectrum (1989)

Commodore 64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

$end

$info=gwarj,
$bio

Guevara (c) 03/1988 SNK.

Game ID : A7003 'GV'


- TRIVIA -


This game is known outside Japan as "Guerilla War".


This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Che Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies and out of respect for the Cuban Missle Crisis.

$end

$info=gmissile,
$bio

Guided Missile (c) 04/1977 Midway.

Game ID : 623

$end

$info=guiness,
$bio

The Guiness (c) 1984 Sun Electronics.

Game ID : TVG15


- TRIVIA -


This game is known outside Japan as "Strength & Skill".

$end

$info=gulfwar2,
$bio

Gulf War-II (c) 1991 Comad.


- TRIVIA -


This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Twin Cobra".

$end

$info=gulfstrm,gulfstr2,
$bio

Gulf. Storm (c) 1991 Dooyong.


- TRIVIA -


Also licensed to Media Shoji for distribution.

$end

$info=gumbo,
$bio

Gumbo (c) 1994 Min.

$end

$info=gunfront,
$bio

Gun & Frontier (c) 01/1991 Taito.

Game ID : C71 (F2-System No. 9)


- TRIVIA -


This game is known in Japan as "Gun Frontier".


This game runs on the Taito F2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- SERIES -


1. Gun & Frontier (1991)

2. Metal Black (1991)


- STAFF -


Sound composer : Yasuhisa Watanabe (Yack.)

$end

$info=gunbulet,
$bio

Gun Bullet (c) 1994 Namco.


- TRIVIA -


This game is known outside Japan as "Point Blank".


This game runs on the Namco System NB-1 hardware.


- SERIES -


1. Gun Bullet (1994)

2. GunBarl

3. GunBalina


- STAFF -


Planning director : S. Tohyama

Game Ccoordinator : Y. Kounoe

'Oyaji' Programmer : Yasushi .O

Main programmer : S. Yamada

Programmer : Kenichi. T

CG designers : H.K, D. Onizuka

3D designers : Shigemasa, Gonta

'Oyaji' Dotter : Norion5

Music & Sound FX : T. Aihara, Ishikavan, Hiroto Sasaki (Saman)

Mechanical designers : Ohara, Inoue

System constructors : T. Inui, KJ-, Masayuki. K

Industrial designers : Tohru. Y, H. Shimane


- PORTS -


* Consoles :

Sony PlayStation (1997)

$end

$info=gundealr,gundeala,gundealt,
$bio

Gun Dealer (c) 1990 Dooyong.


- TRIVIA -


Licensed to Tecmo for Japan manufacture and distribution.


- UPDATES -


The (Set 2) uses another kind of card and shows some other girls!


- SERIES -


1. Gun Dealer (1990)

2. Gun Dealer '94 (1994)

$end

$info=gundl94,
$bio

Gun Dealer '94 (c) 1994 Dooyong.


- TRIVIA -


This game is also known as "Primella" (NTC license).


- SERIES -


1. Gun Dealer (1990)

2. Gun Dealer '94 (1994)

$end

$info=gunfight,
$bio

Gun Fight (c) 01/1975 Midway.

Game ID : 597


Each player (up to two people may play at a time, and you will want to play in two player mode), controls a gunfighter. You use a joystick to move up and down, the stick also has a trigger button. While you used a spinner to aim your pistol. Your only goal is to shoot the other player, who is right across the screen from you (who will then fall down and say 'Got Me'). It isn't usually a straight shot, as there will always be a cactus somewhere between the two players (it is in a different spot each time you play). Just shoot the other player for points. The game is time based, and not life based. The factory setting is for a 90 second game, but this is operator adjustable. The computer opponent is quite easy to beat into the ground with a little practice, but a human opponent is much more challenging.


- TRIVIA -


Gun Fight, which was designed on TTL-based hardware by Taito, which was adapted to 8080 hardware by Nutting, was the first Japanese title to be licensed for release in America. It was also the first video game to incorporate a microprocessor and the expanded processing capabilities allowed for graphics and gameplay much more advanced than "Pong".


Gun Fight was a pretty important videogames innovator. It was the first game ever to have two on-screen humans battling against each other at the same time, and as such it's the grandfather of the fighting games that take up most of the floorspace in modern arcades. It also introduced the idea of having separate controls for aiming and moving.


This game was released in two different dedicated cabinets in the US. The first is an ornate upright machine, while the second version was a pentagon shaped cocktail table.

* The upright version was mostly red, but it was covered with painted cowboy sideart. There was no marquee at all, the game had its title printed on the monitor bezel, down towards the control panel. The machine overall had an attractive look.

* The cocktail version was shaped like a pentagon, with the monitor aligned towards the bottom section of the pentagon. The players would line up with the next two sections of pentagon (facing slightly towards each other). This machine only had a wood grain finish, and was not nearly as ornate as the upright version.


Both versions used a 19'' monochrome open frame monitor. They both had one 2-Way trigger switch joystick, and one spinner for each player. Although the spinners were tall and skinny, as opposed to short and fat like a normal spinner. Strangely enough the game places the joystick in the player's right hand, and the spinner in the players left hand. This is not the optimum setup at all. Very few games since then have put the joystick in the players right hand. So you may have trouble playing this game at first, especially operating the spinner stick with your left hand, as spinner games are usually played with your right hand.


A Gun Fight unit appears in the 1978 movie 'Dawn of the Dead'.


- SERIES -


1. Gun Fight (1975)

2. Boot Hill (1977)


- STAFF -


Designed and programmed by : Dave Nutting, Tom McHugh


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=gunforce,gunforcu,gunforcj,
$bio

Gun Force - Battle Fire Engulfed Terror Island (c) 06/1991 Irem.


- TRIVIA -


This game runs on the Irem M-92A system hardware.


- SERIES -


1. Gun Force - Battle Fire Engulfed Terror Island (1991)

2. Gun Force II (1994)


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=gunforc2,
$bio

Gun Force II (c) 09/1994 Irem.


- TRIVIA -


This game is known in Japan as "Geo Storm".


This game runs on the Irem M-92G system hardware.


Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.

The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".

The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel".

The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel".


- SERIES -


1. Gun Force - Battle Fire Engulfed Terror Island (1991)

2. Gun Force II (1994)

$end

$info=gunfronj,
$bio

Gun Frontier (c) 1990 Taito.

Game ID : C71 (F2-System No. 9)


- TRIVIA -


This game is known outside Japan as "Gun & Frontier".


This game runs on the Taito F2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- SERIES -


1. Gun Frontier (1991)

2. Metal Black (1991)


- STAFF -


Sound composer : Yasuhisa Watanabe (Yack.)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=bangj,
$bio

Gun Gabacho (c) 1998 Gaelco.


- TRIVIA -


Licensed to GM Shogi for distribution in Japan.


This game is known outside Japan as "Bang".


This game runs on the Gaelco GG-1v hardware.

$end

$info=gunsmoke,gunsmrom,gunsmoku,gunsmoka,gunsmokj,
$bio

Gun.Smoke (c) 11/1985 Capcom.


A vertical action packed western game from the creators of "Commando (Capcom)".

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Romstar for US manufacture and distribution.


Gun.Smoke was a two board system, it used a Z80 for main and a custom processor for the sound CPU. This game was available as conversion kits (from Romstar - called 'quick-kits') for "Pac-Man" and "Centipede".


Gun.Smoke is based on the old famous T.V. series of the same name, the first TV broadcast was on 10th September 1955, and it ran until 31st March 1975. A total of 633 episodes were aired over the 20 seasons - only the last nine seasons being made in colour.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- UPDATES -


WORLD version :

* You can enter 3 chars for your initials.


JAPAN version (but English text though) :

* You can enter 8 chars for your initials.


US version 1 (licenced to Romstar) :

* You can enter 3 chars for your initials.


US version 2 (licenced to Romstar) :

* You can enter 3 chars for your initials.

* Some code has been added for the 'Lives' Dip Switch that replaces the 'Demonstation' one (so demonstration is always OFF).

* Year is 1986 instead of 1985.

* High score is 110000 instead of 100000.

* Levels 3 and 6 are swapped.


- TIPS AND TRICKS -


* An Interesting Bug : When you're on level two, make sure you have a horse when you kill Roy Knife. Once he is dead, walk over his corpse and your horse will be killed. Roy raises from the dead as a sort of indestructible zombie. You can shoot him as much as you like, but he won't die. In this way you can play until you get tired of it.


- STAFF -


From highscore table : Shi2Kura, ?Sakura?, Ota=Big5, Kihaji Okamoto

Music by : Ayako Mori (Kura<3Aya)


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sony PlayStation (1998, "Capcom Generation 4")

Sony PlayStation (1998, "Capcom Generations - Blazing Guns")

Sega Saturn (1998, "Capcom Generation 4")


* Computers :

Commodore C64 (1987)

Amstrad CPC (1987)

Sinclair Spectrum (1988)

$end

$info=gnbarich,
$bio

Gunbarich (c) 2001 Psikyo.


- TRIVIA -


Psikyo's Gunbarich is a spin-off of "Gunbird" featuring Gunbird's protagonist Marion.


- TIPS AND TRICKS -


* Maintenance Codes :

1-2-3-4-5 Clear Hi-Scores

0-2-9-2-0 Maintenance Mode (Stage Select etc.)

0-2-9-1-0 Clear All Data

$end

$info=gunbird,gunbirdk,gunbirdj,
$bio

Gunbird (c) 09/1994 Psikyo.


In this vertical shoot-'em-up, you have five selectable characters who fight the big army of pirates but this time to restore a magic mirror.


- TRIVIA -


Marion also appears as a selectable character in another Psikyo's game : "Gunbarich".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.


Note : There are 20 different endings!


- TIPS AND TRICKS -


* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- SERIES -


1. Gunbird (1994)

2. Gunbird 2 (1998)


- STAFF -


Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou

Music composed by : Masaki Izutani


- PORTS -


* Consoles :

Sega Saturn (1995)

Sony PlayStation 2 (2004, "Gunbird 1&2")

$end

$info=gunbird2,
$bio

Gunbird 2 (c) 1998 Psikyo.


In this vertical shoot'em up, you have five selectable characters who fight the big army of pirates but this time to collect elemental potions.


- TRIVIA -


ALUCARD, a selectable character, backwards spells DRACULA.


Aine originally appeared in "Samurai Aces" and as a hidden character in "Tengai" as Ayin. Here in Gunbird 2, he has quite a 'different' type of bomb attack :).


Gunbird 2 shares some similarities with the 1975 anime series 'Time Bokan':

* The flag symbol in Time Bokan is a clear skull and in this game is a 2P like a skull.

* The thin guy has a very ugly nose also a moustache and teeth like a rabbit (he is the same in the game and the anime).

* The fat guy has a beard. In this game and in Time Bokan, he has a semi-shaved beard (so with the exception of the beard, the guy is almost the same).

* The chief is a luxuriant woman (in the anime, she always was topless in the end).

* In Time Bokan, the bad guys always show a stupid new-robot to defeat the good guys. In the game is the same. 


Note : There are 27 different endings!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.


- TIPS AND TRICKS -


* Maintenance Code : In test mode, enter this code...

5-2-0-4-8 for Maintenace Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status]

5-3-5-7-3 All Data Initialised.

5-3-7-6-5 Sit an AINE Flag1 (Displays 'AINE ?' at test, extra 'explicit' character on random box).

5-1-0-2-4 Sit an AINE Flag2 (Displays 'AINE OK' at test, use AINE by pressing 'Down' on random box).

5-3-1-5-7 AINE Flag Cancelled (Clears AINE from being playable, as default).


- SERIES -


1. Gunbird (1994)

2. Gunbird 2 (1998)


- STAFF -


Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto

Music composed by : Masaki Izutani


- PORTS -


* Consoles :

Sega Dreamcast (2000)

Sony PlayStation 2 (2004, "Gunbird 1&2")

$end

$info=gunblade,
$bio

Gunblade NY - Special Air Assault Force (c) 1995 Sega.


- TRIVIA -


The designers of this game actually went to New York to get the buildings and locations of the city exacly right, from Times square to 5th Avenue to the United Nations building!


- TIPS AND TRICKS -


* Special Attacks : During the third and fourth stages of the difficult course, shoot the androids feet to knock them in the water, they will blow up on contact. After you defeat the boss character in the third stage of the difficult course, he will run away. While he's retreating, shoot the oil drums and explosive boxes around him; if you do this the boss at he end of the fourth level will be partially destroyed when he appears.


* Multiple Endings : If you don't destroy the missile carrier truck at the end of the second stage in the difficult course, your superior officer will hit you. If you finish either course without continuing, a group of butterflies will fly by. If you pull on the machine gun levers during the ending scene on the easy course, a giant dragonfly will fly by. If you do this during the difficult course ending scene, a submarine or large shark will follow the ship.


- SERIES -


1. Gunblade NY - Special Air Assault Force (1995)

2. L.A.Machineguns - Rage of the Machines (1998)


- STAFF -


Planner & Director : Makoto Yamamoto

Planner & Assistant director : Shinichi Ogasawara

Chef programmer : Kenji Tohma

Programmers : Masaaki Ito, Tetsuya Hamada

Chef designer : Kiyoshi Miyagi

Designers : Noriko Omizo, Sachio Hatayama, Kunio Watanabe, Megumi Matsuda, Minori Hisamatsu, Hiromi Ito, Shinsuke Miyamura

Sound : Naoki Tokiwa, Kentaro Koyama

Mechanical engineers : Tomoya Takasugi, Yasuo Ishikawa, Nariyuki Iwase, Toshiya Yamaguchi, Motohiko Higashiguchi

Electrical engineers : Tomoyuki Goto, Hiroki Koyama, Hideki Inoue

Cabinet designers : Yutaka Okumura, Yasunobu Komori, Minoru Matsuba, Hiroyuki Naito

Technical support : Kenji Watanabe

Voice actors & English coordination : Hisaki Nimiya, Rika Terashima

Publicity : Norimasa Yatsuzuka

Producer : Mie Kumagai

General manager : Hisao Oguchi

$end

$info=gunbustr,
$bio

Gunbuster (c) 1992 Taito.

Game ID : D72


- STAFF -


Planners : T. Matsumoto, Ryuji Tominaga

Character designers : Ryuji Tominaga, Tsutomu Sekimoto, Hisakazu Katoh, Takayuki Isobe, M. Maekawa, Peacock, V.A.P

Software : Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Akira Ohtsuki, Masashi Tsuzura, T. Kurosawa, T. Ishii, T. Higuchi

Sound : Kazuyuki Ohnui, Yasuko Yamada

Cabinet designers : Y. Tsuriya, Kumi Mizobe

Hardware : Y. Shibuya, Jun Sawaki, H. Agawa, T. Yamaguchi

Mechanic : T. Tsurumi, Jun Nishiyama, K. Sugoh, Kazuhiro Kawabata

$end

$info=gundhara,
$bio

Gundhara - Juudan Arashi (c) 1995 Banpresto.

Game ID : BP954


- TRIVIA -


The subtitle of this game translates from Japanese as 'Bullet Storm'.

$end

$info=gunlock,
$bio

Gunlock (c) 01/1994 Taito.

Game ID : D66


- TRIVIA -


This game is known outside Europe as "Rayforce".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994.


- SERIES -


1. Gunlock (1994)

2. Ray Storm (1996)

3. Raycrisis (1998)


- STAFF -


Producer : Yukio Abe

Directors : Yukio Abe, Tatsuo Nakamura

Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita

Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama

Character graphic designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi

Screen graphics designers : Hideyuki Kato, V.A.P, Peacock

Music & Sound effects : Tamayo Kawamoto (Zuntata)

Sound effects : Munehiro Nakanishi (Zuntata)

Sound direction : Hiroshige Tonomura (TONO) (Zuntata)

Design works : Kyoko Umezu

Hardware : Katsumi Kaneoka


- PORTS -


* Consoles :

Sega Saturn (1995," Layer Section" Japan / "Galactic Attack" US and Europe)

$end

$info=gunnail,
$bio

GunNail (c) 05/1993 NMK.


- TRIVIA -


Licensed to Tecmo for distribution.


- TIPS AND TRICKS -


* Secret Message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 3 times on player2 side. The release date will appear.


- STAFF -


Morio, Ore!, Ikezu Kenzi, Mingmei, Ama, Hide-Kaz, Kate Seki, Naoko, A-Saku, San Chan, Mug, Sato, Midori, Mustard Papa

$end

$info=gururin,
$bio

Gururin (c) 05/1994 Face.

Game ID : 0067


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Gururin translates from Japanese as something like 'accomplice' or 'cohort'. Makes sense considering the noblemen fall in pairs.


Gururin is Face's first game developed and released for the SNK Neo-Geo MVS hardware.


- STAFF -


Planning / Producer : K. Iwanaga

Programmers : K. Iwanaga, N. Tabata, K. Hiziya

Graphic designers : M. Molohosi, K. Kumakura, M. Araki

Sound : K. Sugai, A. Iwanaga

Sound programmer : J. Kosakai

$end

$info=gussun,
$bio

Gussun Oyoyo (c) 1993 Irem.


- TRIVIA -


This game is known in Japan as "Risky Challenge".


This game runs on the Irem M-97 system hardware.


- SERIES -


1. Gussun Oyoyo (1993)

2. Gussun Oyoyo 2 (1993)


- PORTS -


* Consoles :

Nintendo Super Famicom (1995, "Super Gussun Oyoyo")

$end

$info=gutsn,
$bio

Guts'n (c) 2000 Kaneko / Kouyousha.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- STAFF -


Voices : Etsuko Kozakura, Susumu Chiba

Planners : Kouyousha Ltd., Puzzle Project, Koizumi & Raika

Game designers : Mopi, Yuuichi Hirose

Programmers : Tomoaki Kusano, Mihoko Yamamoto

Graphic designers : Yuuichi Hirose, Gorilla

Sound designer : Akira Takemoto

Producer : Lungfish

Developed by Kouyousha Ltd., Nova Project Team.

$end

$info=gutangtn,
$bio

Guttang Gottong (c) 1982 Konami.


- TRIVIA -


Licensed to Sega.

This game is also known as "Loco-Motion".


A bootleg of this game is known as "Cotocoto Cottong".


- PORTS -


* Consoles :

Nintendo Game Boy ("Konami GB Collection 2")


* Computers :

Sord-M5

$end

$info=guwange,
$bio

Guwange (c) 1999 Atlus / Cave.

Game ID : ATC05


Destroy the evil army with three Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up.


- TRIVIA -


The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch.


- STAFF -


Producer : Kenichi Takano

Chief programmer : Tuneki Ikeda

Programmers : Satoshi Kouyama, Takashi Ichimura

Chief designer : Junya Inoue

Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atushi Aburano, Toru Shimazu

Character designers : Akira Nakabayashi, Junya Inoue

Calligraphy : Akira Nakabayashi

Character voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takno Yoshida

Sound producer : Junya Inoue

Music composer : Nasahiro Kusunoki

Sound effects : Nasahiro Kusunoki

Super visor : Hiroyuki Tanaka (Atlus)

Special assist : Toshiaki Tomizawa

$end

$info=guzzler,
$bio

Guzzler (c) 1983 Tehkan.


- TRIVIA -


Licensed to Centuri for US distribution.


This game is very unique in that it depicts the hero of the story as a drunkard who's the shame of the family (look at some of the cut scenes) yet is able to put out fires (by puking? no less). It wasn't until the early 1990's when the fighting games would include a fighter who drinks as part of his repertoire. 


- PORTS -


* Consoles :

Sega SG-1000


* Computers :

MSX

$end

$info=pbancho,
$bio

Gyakuten!! Puzzle Bancho (c) 1996 Fuuki.


- TRIVIA -


The title of this game translates from Japanese as 'Reversal!! Big Boss Puzzle'.

$end

$info=gypsyjug,
$bio

Gypsy Juggler (c) 10/1978 Meadows Games.

$end

$info=gyrodine,gyrodinc,
$bio

Gyrodine (c) 1984 Crux.


- TRIVIA -


Gyrodine was made by Crux which was antecedent of ToaPlan and spin-off from Orca. It was later licensed to Taito for manufacture and distribution.


- STAFF -


Naomi.S, K.T, Miki Kun, Nice Y.N, Pop Kawa, M. Harada


- PORTS -


* Consoles :

Nintendo Famicom (1986)


* Computers :

MSX (1986)

$end

$info=gyruss,gyrussce,
$bio

Gyruss (c) 03/1983 Konami.

Game ID : GX347


- TRIVIA -


Also licensed to Centuri for US manufacture and distribution (04/1983).


After designing "Time Pilot", Okamoto did Gyruss, that, although a hit, came out at a time when the arcade craze was dying down. Therefore, it didn't sell the numbers it so rightly deserved. Okamoto asked for a raise, or he would quit. The next day, when he showed up for work, he was informed he was fired.


The game is often described as "Tempest" meets "Galaga" - Galaga because of the space-based theme, enemy formations, and shoot-em-all bonus stages, and Tempest because of the stage layout where the player's ship is constrained to circle around the screen, and enemies appear to come up through a forced-perspective 'tube'.


One of the most memorable features of this game is its soundtrack, which consists of an extremely catchy synthesized rendition of Bach's Tocatta and Fugue in D Minor.


A bootleg of this game is known as "Venus".


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986.


- STAFF -


Programmed by : Toshio Arima

Designed by : Yoshiki Okamoto

Character by : Hideki Ooyama

Sound by : Mashahiro Inoue


- PORTS -


* Consoles :

Colecovision (1984)

Atari 2600 (1984)

Atari 5200 (1984)

Nintendo Famicom (1988)

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")


* Computers :

Atari 800 (1984)

Commodore C64 (1984)

$end

$info=hachamf,
$bio

Hacha Mecha Fighter (c) 1991 NMK.

$end

$info=hachoo,
$bio

Hachoo! (c) 09/1989 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-A system hardware.

$end

$info=hal21,hal21j,
$bio

HAL 21 (c) 1985 SNK.

$end

$info=halleys,halleysc,halleycj,
$bio

Halley's Comet (c) 1986 Taito.

Game ID : A62


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Coin-It for US distribution.


This game was inspired by the actual 'Comet Halley' (pronounced HAL-lee). It was named after 'Edmund Halley', who calculated its '76-year orbital period'. Comet Halley was visible in 1910 and 76 years after, in 1986 (The feb. 9 exactly), just the year when this game was released by Taito :). Its next perihelion passage will be in 2061.


- TIPS AND TRICKS -


* Level Boss Trick : Shoot all but one of these squares and then press the hyperspace button (the smartbomb) when the final square is lit. You should now recieve 1 000 000 points! (this works for all level bosses).


* Another Tip : When the game is in Game Over mode, you can actually control the ship at one point. This is rather useless, but fun!


- STAFF -


From highscore table : Kouju Miki (K.M), (NIG), (LSI), Hisayoshi Ogura (OGR), (E.T)

$end

$info=hharry,hharryu,
$bio

Hammerin' Harry (c) 12/1990 Irem.


- TRIVIA -


This game is known in Japan as "Daiku no Gen-san - Beranme Machi Soudouki".


This game runs on the Irem M-84 system hardware.


- SERIES -


1. Hammerin' Harry (1990)

2. Hammerin' Harry - Ghost Building Company (1993, Nintendo Game Boy)

3. Ganbare! Daiku no Gensan (1993, Nintendo Super Famicom)


- STAFF -


Sound composer : Hiyamuta (Gangy Hiya)


- PORTS -


* Consoles :

Nintendo Famicom (1992)

$end

$info=hanaawas,
$bio

Hana Awase (c) 1982 Seta Kikaku.


A hanafuda card game!

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Flower Matching'.

$end

$info=hnfubuki,
$bio

Hana Fubuki (c) 02/1987 Dynax.

Game ID : 06


A hanafuda game with a sexy Japanese opponent!

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Shower of Blossoms'.


This game is also known as "Hana Yayoi".

$end

$info=hnkochou,
$bio

Hana Kochou (c) 03/1989 Dynax.

Game ID : 20


A hanafuda game with a time-travelling theme.

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Butterfly Flower'.


The version 1.00 is known as "Hana no Mai".

$end

$info=hanamai,
$bio

Hana no Mai (c) 12/1988 Dynax.

Game ID : 16


A hanafuda game with a time-travelling theme.

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Flower Dance'.


The version 1.01 is known as "Hana Kochou".

$end

$info=hnoridur,
$bio

Hana Oriduru (c) 1989 Dynax.

Game ID : 23


- TRIVIA -


The title of this game translates from Japanese as 'Flower Folded Paper Crane'.

$end

$info=hanaoji,
$bio

Hana to Ojisan (c) 12/1991 Nichibutsu.


A hanafuda game with the obligatory nude woman as prize.

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Flower and Uncle'.

$end

$info=hnayayoi,
$bio

Hana Yayoi (c) 01/1987 Dyna Electronics.

Game ID : 02


A hanafuda game with a sexy Japanese opponent!

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'March Flowers'.


This game is also known as "Hana Fubuki".

$end

$info=hanagumi,
$bio

Hanagumi Taisen Columns - Sakura Wars (c) 1997 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Flower Branch Competition Columns - Cherry Blossom Wars'.


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Columns (1990)

2. Columns II - The Voyage Through Time (1990)

3. Columns III - Revenge of Columns (1993)

4. Stack Columns (1994)

5. Super Columns (1995, Sega Game Gear)

6. Columns 97 (1997)

7. Hanagumi Taisen Columns - Sakura Wars (1998)

8. Columns Crown (Nintendo Game Boy Advance - 2002)

$end

$info=hanakanz,
$bio

Hanakanzashi (c) 1996 Dynax.


- TRIVIA -


The title of this game translates from Japanese as 'Ornamental Flower Hairpin'.

$end

$info=hanaroku,
$bio

Hanaroku (c) 1988 Alba.


- TRIVIA -


The title of this game translates from Japanese as 'Six Flowers'.

$end

$info=thehand,
$bio

The Hand (c) 1981 T.I.C.


- TRIVIA -


This game is also known as "Got-Ya".

$end

$info=hangon,
$bio

Hang-On (c) 07/1985 Sega.


- TRIVIA -


This game runs on the "Space Harrier" hardware.


First simulation game in the world. After this game was released, the standard for motorcycle games is the riding type kind. This game was the first Sega game to use digitized drums in the music.


Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987.


- SERIES -


1. Hang-On (1985)

2. Hang-On II (1985, Sega SG-1000)

3. Hang-On Jr. (1985)

4. Super Hang-On (1987)


- STAFF -


Designed by : Yu Suzuki (YU.)

From highscore table : (KAN), (OHE), (ISH), (NAG), (KAJ), (INO)

Music by : Hiroshi Miyauchi


- PORTS -


* Consoles :

Sega Master System (1985)

Sega Dreamcast (2000, "Shenmue")

Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")

Sega Saturn


* Computers :

MSX (1985)


* Others :

LCD handheld game (1989) released by Tiger Electronics.

$end

$info=hangonjr,
$bio

Hang-On Jr. (c) 1985 Sega.


- SERIES -


1. Hang-On (1985)

2. Hang-On II (1985, Sega SG-1000)

3. Hang-On Jr. (1985)

4. Super Hang-On (1987)

$end

$info=hangly,hangly2,hangly3,
$bio

Hangly Man (c) 06/1981 Nittoh.


- TRIVIA -


This is a Hack of "Pac-Man".


- UPDATES -


It features a different maze that becomes invisible or disappears at certain times or levels.

$end

$info=hangman,
$bio

Hangman - The Video Game (c) 1984 Status Games.

$end

$info=harddriv,harddrv3,harddrv2,harddrv1,harddrvc,harddrc1,harddrcg,harddrcb,harddrvj,harddrj6,harddrvg,harddrg4,harddrvb,harddrb6,harddrb5,
$bio

Hard Drivin' (c) 1988 Atari Games.

Game ID : 136052 (cockpit), 136068 (compact)


- TRIVIA -


This was the world first driving simulator to use 3-D polygon graphics.


You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modeling. Doug and his father wrote the book on car modeling.


Patents that come out of Hard Drivin' are :

5,005,148 : 'Driving simulator with moving painted dashboard'.

5,354,202 : 'System and method for driver training'.

5,577,913 : 'System and method for driver training with multiple driver competition'.


Note : There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions.


- UPDATES -


Notes : In all British versions, you are in a right-hand drive car.


* Cockpit versions :


Revision 1 :

* World release.

* Software version : 7.8.


Revision 2 :

* World release.

* Software version : 7.9.


Revision 3 :

* World release.

* Software version : 8.1.


Revision 4 :

* German release only.

* Software version : 8.2.


Revision 5 :

* British release only.

* Software version : 8.3.


Revision 6

* British and Japanese releases only.

* Software version : 8.4 for Japanese and 8.5 for British.


Revision 7

* World, British and Japanese release.

* Software version : 8.6 for all.


* Compact versions :


Revision 1 :

* World release.

* Software version : 2.9.


Revision 2 :

* World, British and German releases.

* Software version : 3.1 for all.


- SERIES -


1. Hard Drivin' (1988)

2. Race Drivin' (1990)

3. Hard Drivin' II - Drive Harder (1991, Atari ST)

4. Hard Drivin' Airborne (1993)

5. Street Drivin' (1993)


- STAFF -


* Main :

Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief

Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey

Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky

Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin

Game programming, display software, championship lap, game designer : Stephanie Mott


* Others :

Cabinet designers : Mike Jang, Ken Hata

Graphics : Sam Comstock, Kris Moser, Deborah Short

Display math software : Jim Morris

ADDN'L programming : Gary Stark, Mike Albaugh, Ed Rotberg

ADDN'L hardware : Don Paauw

Marketing : Linda Benzler, Mary Fujihara

Sales : Shane Breaks

Mechanical designers : Jacques Acknin, Milt Loper, Geoff Barker

Test drivers : Doug Milliken, Dave Shepperd

Music : Don Diekneite

Management : Dan Van Elderen, Lyle Rains, Hide Nakajima


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Atari Lynx (1991)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Commodore Amiga (1989)

Atari ST (1989)

Amstrad CPC (1989)

Sinclair ZX Spectrum (1990)

PC [MS-DOS] (1990)

$end

$info=hdrivair,hdrivaip,
$bio

Hard Drivin' Airborne (c) 1993 Atari Games.

Game ID : 136098


- SERIES -


1. Hard Drivin' (1988)

2. Race Drivin' (1990)

3. Hard Drivin' II - Drive Harder (1991, Atari ST)

4. Hard Drivin' Airborne (1993)

5. Street Drivin' (1993)


- STAFF -


Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief

Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey

Technician : Dennis Nale

Software designer, game designer : Terry Farnham

Hardware designer : Ray Hansen, Pete Mokris

Software designer, game designer : Betsy Bennett

3D and 2D graphic art design and animation : Mike Prittie

Music and sound effects : John Paul

$end

$info=harddunk,harddunj,
$bio

Hard Dunk (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System Multi 32 hardware.

$end

$info=hardhead,hardhedb,
$bio

Hard Head (c) 1988 SunA.

Game ID : KRB-14


- TRIVIA -


A bootleg of this game is known as "Popper (Unknown)".


- SERIES -


1. Hard Head (1988)

2. Hard Head 2 (1991)

$end

$info=hardhea2,
$bio

Hard Head 2 (c) 1991 SunA.


- SERIES -


1. Hard Head (1988)

2. Hard Head 2 (1991)

$end

$info=hpuncher,
$bio

Hard Puncher - Ketsumamireru no Eikou (c) 12/1988 Konami.

Game ID : GX870


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Blood-smeared Glory'.


This game is known outside Japan as "Final Round".


This game runs on the Konami Twin 16 hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.


- TIPS AND TRICKS -


All these tricks work in Japanese version only, Hard Puncher!


* Unlock A Secret World : Begin a normal game. Then, at the opening blue screen, press Left, Right, Up, Right, Down, Right, Left(x2). If done correctly, a bell will sound. Now your rivals will be much harder and even connect specialty punches they didn't originally have. Also, you'll be able to string 20-hit combos on some opponents. Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Regular mode).


* Unlock A Powerful World : Begin a normal game. Then, at the opening blue screen, press Right, Up, Left(x2), Down, Up, Right, Down. If done correctly, a bell will sound. Now knockdowns will occur whenever a punch is landed (like sans power in Mortal Kombat). Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Secret World mode).


* Alien Ball In Power Training Session : Go to the Power Training Session and hit all 50 volleyballs. Then, an alien-like ball with veins and teeth will be thrown at your head. If you miss, it will bite your face, but if you hit it, you'll receive an additional 10% increment, for a grand total of a 30% power increment.


* Moai Mask : Sometimes the referee will be wearing a mask of Moai, the stone head from Parodius and Cue Brick. I haven't confirmed what triggers this particular trick, but I think it could have something to do with the timer. -Maybe winning at 2 :22, 1 :11, or something like that-


* Alternate Credits Roll : Beat the game in New or Powerful World mode. When the credits roll, the names will remain the same but the titles will be different. 'Making of this game' is replaced by 'Staff of Conjax Pro'. Also, keep an eye out for a cameo by Pentarou the penguin from Parodius during either credits roll.


* The Mob Never Forgives : When you win the game and get the park scene, look carefully in the background to spot two hit men armed with UZIs and gunning down a poor guy. The girl next to him tries to run. Is this subliminal violence??


- STAFF -


Total director : H. Tsujimoto

Game programmer : G. Suzuki

Assistant programmer : Tadasu Kitae

Character designer : K. Nakamura

Graphic designers : K. Ishimoto, K. Hattori

Visual designer : A. Nonami

Sound designer : S. Tasaka

Music composer : Motoaki Furukawa

Electric architect : K. Hashima

Electronic architect : M. Hiraoka

Package designer : F. Shibuya

Manager : K. Hiroshita

$end

$info=hardhat,
$bio

Hardhat (c) 11/1982 Exidy.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


- STAFF -


Designed and programmed by : Larry Hutcherson

$end

$info=harem,
$bio

Harem (c) 1983 I.G.R.

$end

$info=hasamu,
$bio

Hasamu (c) 1991 Irem.


An interesting twist on solitaire mahjong, with movable tiles in certain circumstances. You must clear two tiles of the same suit, but they have to be either right next to each other or on the same row.


- TRIVIA -


The title of this game translates from Japanese as 'Trap'.


Note : The kanji reads 'Ha Sa Mu' meaning 'Hegemony Sand Dream'.


This game runs on the Irem M-90 system hardware.

$end

$info=hattrick,
$bio

Hat Trick (c) 1984 Bally / Sente.


An overhead two-on-two hockey game.

Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.


- STAFF -


Software and game designer : Lee Actor

Screen graphic designers : Martin French, Bil Maher

Sounds : Gary Levenberg, Richard Green

With support from : Ed Rotberg


- PORTS -


* Consoles :

Atari 7800 (1989)


* Computers :

Commodore C64 (1987)

$end

$info=htchctch,
$bio

Hatch Catch (c) 1995 SemiCom.


- STAFF -


Excutive producer : Jeon Jae Youn

Game design : Han Seung Hoon

Main program : Baek Seung Ki

Program assist : Kim Jin Woo

Music compose / S.E : Jeon Seok Gee

Graphic design : Kim Eun Ae, Hong Young Joo, Whang O-Sik

$end

$info=hatena,
$bio

Hatena? no Daibouken - Adventure Quiz 2 (c) 03/1990 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Goodness? Great Adventure'.


- SERIES -


1. Capcom Quiz - Hatena? no Daibouken (1990, Nintendo Game Boy)

2. Hatena no Daibouken - Adventure Quiz 2 (1990)


- STAFF -


Character designers : M. Sakurai, H. Kisanuki, M. Kijima, S. Ukai, M. Kobayashi, Y. Katayama

Programmers : K. Yamanouchi, K. Yamawaki, N. Kojima

Music : Yoshihiro Sakaguchi, M. Gotoh, J. Tamiya, G. Morita, Yoko Shimomura, H. Takaoka

Planner : C. Kanemitsu

$end

$info=hatris,
$bio

Hatris (c) 1990 Video System.


- STAFF -


Design by : Alexey Pajitnov, Vladimir Pokhilko


- PORTS -


* Consoles :

NEC PC Engine (1990)

Nintendo Famicom (1991)

Nintendo Game Boy

$end

$info=hthero,
$bio

Hattrick Hero (c) 03/1991 Taito.

Game ID : C80


- TRIVIA -


This game is known outside Japan as "Football Champ" and in Europe as "Euro Champ '92".


This game runs on the Taito F2 Expanded hardware.


- SERIES -


1. Hattrick Hero (1991)

2. Hattrick Hero '93 (1993)

3. Hattrick Hero '94 (1994)

4. Hattrick Hero '95 (1994)


- STAFF -


'Team dogyan' leader : Takeshi Kobori

Planner : Takeshi Kobori

Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock

Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa

System : Yuuichi Yamato

Designers : Hiroyasu Nagai, Takeshi Kobori

Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=hthero93,
$bio

Hattrick Hero '93 (c) 02/1993 Taito.

Game ID : D49


- TRIVIA -


This game is known outside Japan as "Taito Cup Finals" and also as "Super Cup Finals" (11/1993).


This game runs on the Taito F3 System hardware.


- SERIES -


1. Hattrick Hero (1991)

2. Hattrick Hero '93 (1993)

3. Hattrick Hero '94 (1994)

4. Hattrick Hero '95 (1994)


- STAFF -


Planner : Takeshi Kobori

Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Designers : Naoto Hashizume, Takeshi Kobori

Sound : Shuichiro Nakazawa (Zuntata)

Hardware : Katsumi Kaneoka


* CAST :

Player & Gk : Masashi Tsuzura

Manager : Suminori Hase, Yuji Sakamoto

Referee : Shin Tanaka

Lady : Seiji Kawakami

Doctor : Hiroto Nizato

Nurse : Hiromi Mikami

Stunt : Tomohisa Yamashita

Assistant : Shin Tanaka

Director : Takeshi Kobori, Marutake

$end

$info=hthero94,
$bio

Hattrick Hero '94 (c) 1994 Taito.

Game ID : D78


- TRIVIA -


This game is also known as "International Cup '94".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Football Champ (1990)

2. Super Cup Finals (1993)

3. International Cup '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


Planner : Takeshi Kobori

Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi

Software Super Cup Version : Masashi Tsuzura, Yasutaka

Design : Naoto Hashizume, Takeshi Kobori

Sound : Shuichiro Nakazawa (Zuntata)

Hardware : Katsumi Kaneoka

Assistant : Shin Tanaka

Director : Takeshi Kobori (Marutake)


* Cast :

Player & GK : Masashi Tsuzura

Manager : Suminori Hase, Yuji Sakamoto

Referee : Shin Tanaka

Lady : Seiji Kawakami

Doctor : Hiroto Nizato

Nurse : Hiromi Mikami

Stunt : Tomohisa Yamashita

$end

$info=hthero95,hthro95u,
$bio

Hattrick Hero '95 (c) 11/1994 Taito.

Game ID : D94


- TRIVIA -


This game is also known as "Taito Power Goal".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Hattrick Hero (1991)

2. Hattrick Hero '93 (1993)

3. Hattrick Hero '94 (1994)

4. Hattrick Hero '95 (1994)


- STAFF -


Planners : Atsuchi Taniguchi, Yasuhiro Noguchi

Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida

Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi

Designer : Toshiyuki Takenami

Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa

Hardware : Katsumi Kaneoka, Hironobu Suzuki

Action director : Yasuhiro Noguchi


* CAST :

Player & GK : Norikatsu Fukuda

Manager : Masao Kashino

Referee : Shin Tanaka

Camera Man : Yasuhiro Noguchi

Lady : Seiji Kawakami

$end

$info=hcastle,hcastleo,
$bio

Haunted Castle (c) 02/1988 Konami.

Game ID : GX768


Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Akumajou Dracula".


This game runs on the "Contra" hardware.


Haunted Castle IS part of the "CastleVania" series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.

$end

$info=hayaosi1,
$bio

Hayaoshi Quiz - Grand Champion Taikai (c) 1994 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Quick High Stress Quiz - Grand Champion Tournament'.


This game runs on the Jaleco Mega System 32 hardware.


- SERIES -


1. Hayaoshi Quiz Ouza Ketteisen (1994)

2. Hayaoshi Quiz Ouza Grand Champion Taikai

3. Hayaoshi Quiz Ouza Nettou Namahousou

$end

$info=hyhoo,
$bio

Hayaoshi Taisen Quiz HYHOO (c) 1987 Nichibutsu.


- TRIVIA -


The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO'.


- SERIES -


1. Hayaoshi Taisen Quiz HYHOO (1987)

2. Hayaoshi Taisen Quiz HYHOO 2 (1987)


- STAFF -


Staff : Toshio Ikenaga, Keiji Ogawa, Tsutomu Ueno, Kunitami Mori, Shinji Nakahira, Syouzi Murai, Seishi Kawakami, Munehisa Igawa, Shigeko Murata, Shigemasa Miyoshi

$end

$info=hyhoo2,
$bio

Hayaoshi Taisen Quiz HYHOO 2 (c) 11/1987 Nichibutsu.


- TRIVIA -


The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO 2'.


- SERIES -


1. Hayaoshi Taisen Quiz HYHOO (1987)

2. Hayaoshi Taisen Quiz HYHOO 2 (1987)

$end

$info=headon,headonb,
$bio

Head On (c) 04/1979 Sega.

Game ID : 163-167/192-193


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


One year before "Pac-Man", Head On is the first 'eat-the-dots'-style game.


- SERIES -


1. Head On (1979)

2. Head On 2 (1979)


- PORTS -


- PORTS -


* Consoles :

Sega Saturn (1997, "Sega Memorial Selection Vol.1")


* Computers :

Commodore C64 (1982)

Apple II

VTech Laser-VZ ("Crash")


* Others :

Mobile phones (2001)

$end

$info=headoni,
$bio

Head On (c) 19?? Irem.


- TRIVIA -


This game runs on the Irem M-15 hardware.

$end

$info=headon2,
$bio

Head On 2 (c) 10/1979 Sega.


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


- SERIES -


1. Head On (1979)

2. Head On 2 (1979)

$end

$info=hedpanic,
$bio

Head Panic - Polly & Sally Adventure (c) 2000 ESD / Fuuki.


- TRIVIA -


The AAH that plays when you die is taken from Atari's "Klax" - same sound (the sound when a tile falls and you don't catch it).


Most of the sound effects in this game are ripped from Treasure's Sega Mega Drive game 'Dynamite Headdy' (1994).


- STAFF -


Producer : James Park

Graphic designers : Min Gun Seo, Moon Heo, Eun Ja Yoon

Sound : Jeong Hun Kim

Hardware Designer : Tae Wook Hwang

Programmed by : D.C. Jeong

Directed by : Tony Jeong

$end

$info=heartatk,
$bio

Heart Attack - The A Maze Zing (c) 1983 Century Electronics.


- TRIVIA -


'The A Maze Zing' is a pun, it means 'The Amazing' :).

$end

$info=heatbrl,heatbrlo,heatbrlu,
$bio

Heated Barrel (c) 1992 TAD.

$end

$info=hvnsgate,
$bio

Heavens Gate (c) 1996 Atlus.


- STAFF -


Planner : Yumiko Hattori

Program : Sp.r24, Xor., Mako96, Kid

Graphic : Mikiman, Pechio, Bunshichi, Okachiu, Kouiccha, Hell

Modeling : K. Makoto

Motion : Yan.29, Yumiko Hattori, Hell, Komusoh

Sound : Kenichi Tsuchiya, Toshiko Tasaki, Misaki Okibe

Director : Yayama, Murata

Producer : Hiroyuki Tanaka

Assistant : Shinichi Saitoh

Executive producer : Hideyuki Yokoyama

$end

$info=hbarrel,hbarrelw,
$bio

Heavy Barrel (c) 12/1987 Data East.


- TRIVIA -


Alfa released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- SERIES -


1. Heavy Barrel (1987)

2. Midnight Resistance (1989)


- STAFF -


Game designer : Koji Akibayashi

Programmers : Men Taiko, Nobusuke Sasaki, Naomi Susa, Satoshi Imamura, Toshinari Ueda

Graphic designers : J.S, Back Man, Masanori Tokoro, T. Adachi, Yoshiyuki Urushibara, Mix Man

Music and sound : Azusa Hara (AZUSA), Hiroaki Yoshida

Hardware designers : Junichi Watanabe, Kenichi Fujimoto, Hiroyuki Iwabe


- PORTS -


* Consoles :

Nintendo Famicom (1990)


* Computers :

Apple II


* Others :

LCD handheld game (1988) released by Tiger Electronics : Contains 4 missions with a total of 18 levels of difficulty. You can choose between 3 different weapons : guns, missiles and cannons. Each weapon is intended for a specific enemy.

$end

$info=hvymetal,
$bio

Heavy Metal (c) 1985 Sega.

Game ID : 834-5745


- TRIVIA -


This game runs on the Sega System 2 hardware.

$end

$info=hvysmsh,
$bio

Heavy Smash (c) 1993 Data East.

$end

$info=hwchamp,
$bio

Heavyweight Champ (c) 09/1987 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- SERIES -


1. Heavyweight Champ (1987)

2. Title Fight (1992)


- STAFF -


Planners : Bravo Ogu, Doroya Jun

Programmers : Mr. Minalyn, Big Hill, Collision Ukepi, Ippo Ogapi

Mechanicians : Pachislo Yuki, Oji Ken, Nasake 2

Designers : Akanat, Otaka Shin, KAO

Musician : Funkey K.H.

$end

$info=heberpop,
$bio

Hebereke no Popoon (c) 06/1994 Sunsoft / Atlus.


- TRIVIA -


'Hebereke' means 'drunk' or 'untrustworthy'. It's colloquial and that's the name of the little penguin, I believe. 'Popoon' is the sound that the puzzle pieces make when they pop.


This game was originally created and released on the Nintendo Super Famicom in 1993.


- STAFF -


Original designer : Uchimich Ryoji

Game designers : Machida Takayuki, Ui Teruko

Programmers : Noguchi Akiyoshi, Namai Makoto

Sound programmers : Hara Izumi, Tsukamoto Hiroshi, Nakata Naomasa, Hirata Kenichi, Shioda Nobuyuki

Balance : Kawabe Yoshitaka, Shimada Tomoki, Naono Atushi

Debuggers : Akiyama Masayuki, Mouri Ryuji, Imaizumi Masahiro

Director : Shimizu Shigeki

Producers : Higashiya Hiroaki, Kawai Masato, Iwata Yoshiaki, Yoshinari Takato

Manager : Gotoh Kazuaki

Genreral manager : Yoshida Kiharu

Character voices : Hayashibara Megumi (Hebe, Penchan), Kanai Mika (Oochan), Wakamoto Norio (Sukezaemon, Utsuzin, Unyoon), Chiba Shigeru (Jenifer, Booboodori)

$end

$info=heiankyo,
$bio

Heiankyo Alien (c) 01/1980 Denki Onkyo.


- TRIVIA -


The title of this game translates from Japanese as 'Ancient Kyoto Alien'.


This game runs on the Sega Vic-Dual hardware.


Heiankyo is the old capital of Japan, located in present-day Kyoto. The main character is a Kebiishi, a member of the Heiankyo police.


- PORTS -


* Consoles :

Nintendo Game Boy (1990)

Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics 2 - Heiankyo Alien")

$end

$info=helifire,helifira,
$bio

Helifire (c) 06/1980 Nintendo.


Take control of a submarine trapped and under heavy fire from helicopters above the water. Shoot as many helicopters as you can while also avoiding their bombs and other underwater hazards. The different colours of helicopter act differently, and get harder as you progress.

$end

$info=hellfire,hellfir1,
$bio

Hellfire (c) 1989 Toaplan.


Nice horizontal shoot'em up feature a selectable shooting direction.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito for manufacture and distribution.


PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Music and Sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Nec PC-Engine CD-Rom (1991)

$end

$info=herbiedk,
$bio

Herbie at the Olympics (c) 1984 CVS.


- TRIVIA -


This game is also known as "Hunchback Olympic".


- PORTS -


* Computers :

Commodore C64 (1985)

$end

$info=hero,
$bio

Hero (c) 1983 Seatongrove.


- TRIVIA -


This game is known (under the Crown license) as Hero in the Castle of Doom.

$end

$info=herodk,herodku,
$bio

Hero in the Castle of Doom(c) 1983 Seatongrove.


- TRIVIA -


Licensed to Crown for US manufacture and distribution.


This game is also known as "Hero".

$end

$info=hexa,
$bio

Hexa (c) 19?? D. R. Korea.


- TRIVIA -


The music is a straight rip from the Konami game "Treasure of USAS" released on MSX2 in 1987. Also, the playfield background graphics of the dinosaurs is ripped from a MSX2/2+ graphic editor called "Graph Saurus 2" which was released by Bit2 (Bit-square).


- STAFF -


Programmed by : Kwang-Ho Cho

$end

$info=hexion,
$bio

Hexion (c) 1992 Konami.

Game ID : GX122


- TRIVIA -


Originally designed by David Markley who licensed this game to Konami.

$end

$info=hidnctch,
$bio

Hidden Catch (c) 1998 Eolith.


- SERIES -


1. Hidden Catch (1998)

2. Hidden Catch 2

3. Hidden Catch 3

$end

$info=higemaru,
$bio

Higemaru - Pirate Ship (c) 09/1984 Capcom.


- TRIVIA -


This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.


- SERIES -


1. Higemaru - Pirate Ship (1984)

2. Higemaru Makaijima - Nanatsu no Shima Daibouken (1987, Nintendo Famicom)


- STAFF -


Staff : Tokuro Fujiwara, Toshio Arima, T. Hara, Y. Maki, Ayano Mori, K. Kamimori, H. Fujinaka, Yoshiki Okamoto, R. Miyamoto

Music composed by : Tamayo Kawamoto


- PORTS -


* Consoles :

Sony PlayStation (1998, "Capcom Generation 3")

Sega Saturn (1998, "Capcom Generation 3")


* Computers :

MSX2

$end

$info=hiimpact,hiimpac3,
$bio

High Impact Football (c) 12/1990 Williams.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


A High Impact Football unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- SERIES -


1. High Impact Football (1990)

2. Super High Impact (1991)


- STAFF -


From highscore table : John Newcomer (JRN), Ed Boon (EJB), (TIM), Eugene Jarvis (EPJ) (DRJ), (JIM), George N. Petro (GNP), (TRA), (TMM), (MDP), Steve Ritchie (SSR), (BUN), (JPG), (DWF), (DTW), Sheridan Oursler (SNO), (LOF), Mark Turmell (MJT)

$end

$info=hvoltage,
$bio

High Voltage (c) 1985 Alpha Denshi.

$end

$info=hwrace,
$bio

High Way Race (c) 1983 Taito.

Game ID : AC4


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=hmcompmx,
$bio

hiphopmania Complete MIX (c) 1999 Konami.


- TRIVIA -


This game is known in Japan as "beatmania Complete MIX".


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. hiphopmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. hiphopmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer & Director : Koji Okamoto

Planner : Mizking

Sound director : Reo Nagumo

Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu

Programmers : Hideki Hashimoto, Takayuki Fukunaga

Hardware engineer : Masayuki Senami

Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura

CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)

Graphic designer : Noriyuki Yokoki

Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman

Sound tool programmer : Yohei Shimizu

Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita

Dancer : Wan-Chan, Nami

Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff


* Staff of PSX original songs "Big Beat Mix" :

CG designer : Hajime Yashiro (KCE Japan)

Composers : Hiroyuki Togo (KCE Japan), Tappy

Lyricists : Fabienne Haber, Hiroyuki Togo

Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo

Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura

Guitarist : Hiroyuki Togo

Japanese-English translators : Kerry Nagai, Ikuzo Fujimura

Japanese-French translator : Fabienne Haber

$end

$info=hmcompm2,
$bio

hiphopmania Complete MIX 2 (c) 2000 Konami.


- TRIVIA -


This game is known in Japan as "beatmania Complete MIX 2".


This game runs on the Konami Bemani DJ-Main hardware.


- SERIES -


1. beatmania (1997)

2. beatmania 2nd MIX (1998)

3. beatmania 3rd MIX (1998)

4. hiphopmania Complete MIX (1999)

5. beatmania 4th MIX - The Beat Goes On (1999)

6. beatmania 5th MIX - Time To Get Down (1999)

7. hiphopmania Complete MIX 2 (2000)

8. beatmania Club MIX (2000)

9. beatmania CORE REMIX (2000)

10. beatmania Featuring Dreams Come True (2000)

11. beatmania 6th MIX - The UK Underground Music (2001)

12. beatmania 7th - Keepin' Evolution (2002)

13. beatmania The Final (2002)


- STAFF -


Producer : Koji Okamoto

Director : Seiji Higurashi

Sound directors : Takehiko Fujii, Kiyotaka Sugimoto

Sound superviser : Reo Nagumo

Programmers : Yohei Marufuji, Masaru Nakamura

Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono

Hardware engineer : Masayuki Senami

Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura

Graphic designer : Noriyuki Yokoki

Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude

Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki

Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote

Drummer : Kiyotaka Sugimoto

Dancers : Nami, Wan~chan

Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)

Japanese~English translator : Justin Lazaroff

$end

$info=hippodrm,
$bio

Hippodrome (c) 05/1988 Data East.


The brave knight takes on a slew of medieval opponents.

Money won during fights can be used to purchase fighter upgrades.


- TRIVIA -


This game is known in Japan as "Fighting Fantasy".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- STAFF -


Game designers : Marcy Eiko, Dotman

Hardware : Darkness K.K

Programmers : Susan, Vince Y., TAC. H

Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi, Hiroyuki

Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton

$end

$info=hishouza,
$bio

Hishou Zame (c) 03/1987 Toaplan.

Game ID : TP-007


- TRIVIA -


The title of this game translates from Japanese as 'Flying Shark'.


Licensed to Taito.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.


This game is known outside Japan as "Flying Shark" and in US as "Sky Shark".


- SERIES -


1. Hishou Zame (1987)

2. Same! Same! Same! (1989)


- STAFF -


Music and sound created by : Tatsuya Uemura

$end

$info=buraiken,
$bio

Hissatsu Buraiken (c) 02/1987 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Certain Kill - Villain Fist'.


This game is known in US as "Avengers".


This game runs on the "Section Z" hardware.


- STAFF -


Direction : Piston Takashi

Game planner : Moomin Hiroyuki

Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi

Programmer : Popo Yumiko

Hard planning : Mokkori Masa

Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro)

$end

$info=histryma,
$bio

The History of Martial Arts (c) 199?.


A reconstructed sprite-ripped bootleg of Fighter's History with nine selectable characters.


- UPDATES -


Same GFX than the original, but reprogrammed from 0 and with FM music.

$end

$info=hitnmiss,hitnmis2,
$bio

Hit 'n Miss (c) 1987 Exidy.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

$end

$info=hitme,
$bio

Hit Me (c) 04/1976 RamTek.

$end

$info=hitice,
$bio

Hit the Ice - The Video Hockey League (c) 12/1990 Williams.

Game ID : C59


- TRIVIA -


This game runs on the Taito B System hardware.


A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- PORTS -


* Consoles :

Sega Mega Drive (1990)

NEC PC Engine (1991)

Nintendo Super Famicom (1993)

$end

$info=hoccer,hoccer2,
$bio

Hoccer (c) 11/1983 Eastern Micro Electronics.

$end

$info=hiryuken,
$bio

Hokuha Syourin Hiryu no Ken (c) 1985 Nihon Game.


Early fighter with targets appearing upon each opponent to show you their weak points.


- TRIVIA -


The title of this game translates from Japanese as 'North Faction Shaolin Fist of Flying Dragon'.


Licensed to Taito for Japanese manufacture and distribtion.


This game is known outside Japan as "Shanghai Kid".


- SERIES -


1. Hokuha Syourin Hiryu no Ken (1985)

2. Hiryuu no Ken - Ougi no Sho (1988, Nintendo Famicom)

3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)

4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)

5. Hiryu Gaiden (1990, Nintendo Game Boy)

6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)

7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)

8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)

9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)

10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)

11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)

12. Flying Dragon (1998, Nintendo 64)

13. SD Hiryu Ex (1999, Nintendo Game Boy Color)

14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)

$end

$info=holeland,
$bio

Hole Land (c) 04/1984 Tecfri.

$end

$info=holo,
$bio

Holosseum (c) 1992 Sega.


The first (and hopefully only) holographic fighter featuring four selectable characters representing different martial arts. I'll let you in on a little secret - my legs are stronger than my arms!


- TRIVIA -


This game runs on the Sega System 32 hardware.


This game was released as a conversion kit for Time Traveler since the laser disc players in the original games turned out to be unreliable.


This is the only game other than Time Traveller to use the hi-tech hologram theater cabinet created by Sega. Indeed, Holosseum was written to convince arcade owners that it was worth investing in the expensive cabinet. The Winners Don't use Drugs message distorts in the real cabinet, as it was programmed incorrectly, beyond the range of the projection mirror. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focussed image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection (Note the pure black background on both of these games). Also, the image focus may appear to change across the screen, this is due to having to take into account the thickness of the mirror at different points, known as spherical abberation).

$end

$info=homo,
$bio

Homo (c) 1987 Homo Sapiens.


- TRIVIA -


It was 1987 and SunA had just released a hot new "Arkanoid" clone named "Goindol". It was a ball and paddle game with a prehistoric theme. Soon after the first "Goindol" unit shipped, pirate game manufacturer ALSFTW decided that they were going to make a bootleg version of the game to sell to the rich American and European market. Now the first thing you do when creating a bootleg game is to change the name, and set up a front company. So they saw the little caveman that was on all the game screens, and decided to name their game 'Homo,' and their front company 'Homo Sapiens'. All these decisions were made by people with little experience with the english language, so they had little idea that Homo also meant 'A rude abbreviation for homosexual. Used more often by children than by adults'. 


They went ahead and created thousands of 'Homo conversion kits', and then tried to sell them to the english speaking market. Bootleg conversion kits usually sell fast, because they are priced so much cheaper than the games they copy. But, they had a hard time selling their 'Homo conversion kits' to anyone, the thirteen year old mentality was just too prevalent among distributors, and arcade operators. So most of these 'Homo conversion kits' just languished unsold in warehouses, a few were actually sold and installed, but not many. The conversion kit consisted of a marquee (very plain, just said 'Homo' on it), a PCB, and an instruction manual. You were expected to supply your own spinner and buttons. The game itself ran on two Z80 processors, on a boardset nearly identical to the original "Goindol" (of course the components were much lower in quality).

$end

$info=hook,hooku,
$bio

Hook (c) 12/1992 Irem.


Straight out of the Peter Pan saga and based on the feature film starring Robin Williams, the Never-Never Land children fight to stop the evil Captain Hook from ruining their fun!


- TRIVIA -


This game runs on the Irem M-92 system hardware.


Although all of the four Lost Boys in this game (Rufio, Ace, Pockets and ThudButt) were major supporting characters, only Rufio is addressed by a name in the movie.


- STAFF -


Game designer : ???

Programmer : ???

Graphic designers : Rokujizo, Jubei, Ken, U. Nya, Kon, Nob

Sound effects : ???

$end

$info=hopprobo,
$bio

Hopper Robo (c) 1983 Sega.


- TRIVIA -


This game runs on the "Marine Boy" hardware from Orca.


- STAFF -


Shiroh, N. Kita, Shoji, Tohru, Y. Soge

$end

$info=hopmappy,
$bio

Hopping Mappy (c) 04/1986 Namco.


- TRIVIA -


This game runs on the Namco System 86 hardware.


- SERIES -


1. Mappy (1983)

2. Hopping Mappy (1986)


- STAFF -


Sound composer : Nobuyuki Ohnogi

$end

$info=horizon,
$bio

Horizon (c) 1985 Irem.


- TRIVIA -


This game runs on the Irem M-62 system hardware.

$end

$info=hotblock,
$bio

Hot Blocks - Tetrix II (c) 1993 Unknown.

$end

$info=hotchase,
$bio

Hot Chase (c) 11/1988 Konami.

Game ID : GX763


- TRIVIA -


King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989.


- STAFF -


Sound composer : Kingorou

$end

$info=hotpinbl,
$bio

Hot Pinball (c) 1995 Comad & New Japan System.


- SERIES -


1. Hot Pinball (1995)

2. Gals Pinball (1996)

$end

$info=hotrod,
$bio

Hot Rod (c) 1988 Sega.


An overhead racing. Upgrade your car with the money awarded, tune-up parts, tires, engines, etc. can be purchased at the parts shop.

Controlled with a steering wheel and a pedal.


- TRIVIA -


This game runs on the Sega System 24 hardware.


Hot Rod features the same shop music that also appeared in "Fantasy Zone".


- PORTS -


* Computers :

Sinclair ZX Spectrum (1990)

Amstrad CPC (1990)

Commodore C64 (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=hotshock,
$bio

Hot Shocker (c) 1982 E.G. Felago.


- TRIVIA -


This game runs on the "Scramble" hardware.


E.G Felaco was founded by Gaetano Felaco (manager) and Bruno De Georgio (programmer). De Georgio later became technical director of Midcoin. Gaetano Felaco now is head of Intervideo Corporation, famous Arcade monitors manufacturer (among other things) and official distributor for SNK in Europe when SNK Neo-Geo was launched.


- STAFF -


Engineering and designed by : Bruno De Georgio

$end

$info=hstennis,hstenn10,
$bio

Hot Shots Tennis (c) 12/1990 Strata / Incredible Technologies.


- UPDATES -


Revision 1 :

* Software version : 1.0.


Revision 2 :

* Software version : 1.1.

* Added 'Exciter Setting' option in the operator menu.


- STAFF -


Project manager : Larry Hodgson

Programmers : Glen Wolfram, Jane Zeto

Hardware : Scott Allie, Steve Jaskowiak

Artist : Dale Kerman Jr.

Sound : Leif Marwede

Concept : Dale Kerman Jr., Jim Zielinski

Tester : Jim Zielinski

Sales : John Cassiday

Cabinet/Logo : Stan Fukuoka, Scott Morrison, Denise Wallner

$end

$info=hotsmash,
$bio

Hot Smash (c) 1987 Taito.

Game ID : B18

$end

$info=hotdogst,
$bio

Hotdog Storm - The First Supersonics (c) 1996 Marble.


- TRIVIA -


Licensed to Ace International for distribution.


- STAFF -


Programmers : Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki

Mechanical designer : Manabu Takakashi

Character designer : Kazushi Tamada

Map designers : Manabu Takakashi, Kazushi Tamada

Visual designer : Manabu Takakashi

Visual design assistant : Kazushi Tamada

Title designer : Manabu Takakashi

Title graphic designer : Kazushi Tamada

Ending designer : Kazushi Tamada

Sound team : Fumito Tamayama, Shige Masco, Yoko

Director : A.Jin

$end

$info=housemn2,
$bio

House Mannequin - Roppongi Live hen (c) 04/1987 Nichibutsu.


Two player mahjong game with a LCD mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Roppongi Live Stories'.


- SERIES -


1. House Mannequin - Yuuwaku Nikki hen (1987)

2. House Mannequin - Roppongi Live hen (1987)

$end

$info=housemnq,
$bio

House Mannequin - Yuuwaku Nikki hen (c) 02/1987 Nichibutsu.


Two player mahjong game with a LCD mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Temptation Diary Stories'.


- SERIES -


1. House Mannequin - Yuuwaku Nikki hen (1987)

2. House Mannequin - Roppongi Live hen (1987)

$end

$info=hotd,
$bio

The House of the Dead (c) 1996 Sega.


Grotesque explosions of foul guts, dismembered bodies and a host of creepy creatures make 'The House of the Dead' one of the most horrific games of this year. It features an interactive storyline that changes depending upon player decisions. There's a new game every time!


- TRIVIA -


This game runs on the Sega Model 2C hardware.


Because of its graphic content, House of the Dead (or HOTD for shorts) and its sequels became centers for video game controversy, particularly in 2000, when the city of Indianapolis, Indiana used the game as an example in an attempt to pass an ordinance requiring minors get parental consent before being able to play violent video games in arcades. The ordinance was eventually struck down at the appellate Federal court level on the grounds that it violated First Amendment rights.


The movie version of "The House of the Dead" had next to nothing to do with its game counterpart (as all game-to-movie conversions go), but it did have an interesting twist : one of the survivors of the zombie rampage was named Curien (the villain of HOTD), and AMS agents Rogan and G appear at the film's end.


- TIPS AND TRICKS -


* Player 1 Plays As Sophie : Right after inserting your credit, press Right, Left, Right(x2), Left(x2), Start. Right and Left refer to the triggers.


* Player 2 Plays As Sophie : Right after inserting your credit, press Left, Right, Left(x2), Right(x2), Start. Right and Left refer to the triggers.


* Both Players Are Sophie : Right after inserting your credit, press Left, Right(x2), Left(x2), Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.


* Player 1 Plays As Super G : Right after inserting your credit, press Left(x2), Right, Left(x2), Start. Right and Left refer to the triggers.


* Player 2 Plays As Super G : Right after inserting your credit, press Right(x2), Left, Right(2), Start. Right and Left refer to the triggers.


* Both Players Are Super G : Right after inserting your credit, press Left, Right, Left, Right, Left, Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.


* Special Endings : If you save all the innocent bystanders in the game from being killed, you'll enter a secret power-up room just after the limestone cave in the final stage.

1) If you finish the game with 62,000 or higher you'll see the GOOD ending.

2) If you finish the game under 62,000 and the last digit of you r score is zero you'll see the BAD ending.

3) If you finish the game under 62,000 and the last digit is not a zero you will see the NORMAL ending.


- SERIES -


1. The House of the Dead (1996)

2. The House of the Dead 2 (1998)

3. The House of the Dead III (2003)


- STAFF -


Producer : Rikiya Nakagawa

Assistant producer : Hiroshiaso

Programmers : Koji Ooto, Kazutomo Sanbongi, Kazutaka Horie, Tomoyuki Naito, Gen Miyazaki

Designers : Hiroyuki Taguchi, Yasutada Kawata, Nobutaka Tozawa, Takahiro Kudou, Akiko Shirota, Satoshi Ito, Norio Ishii, Yasushi Sekido

Music composer & Sound effects : Tetsuya Kawauchi

Publicity : Yasushi Nakajima, Akira Yamanaka, Jun Kasahara

AM4 Staff : Minoru Matsuba, Yasuhiro Komori, Noriaki Ueda, Motohiko Higashiguchi, Eiji Inoue, Ken Adachi, Kenji Watanabe

Director & Planner : Takashi Oda


- PORTS -


* Consoles :

Sega Saturn (1998)


* Computers :

PC [MS Windows] (1996)

$end

$info=hunchbak,hunchbkd,hunchbkg,hunchbks,
$bio

Hunchback (c) 09/1983 Century Electronics.


- TRIVIA -


This video game is based on the novel 'Le Bossu de Notre Dame' by Victor Hugo.


- PORTS -


* Computers :

Commodore C64 (1983)

Amstrad CPC (1986)

Oric

$end

$info=huncholy,
$bio

Hunchback Olympic (c) 1984 Seatongrove.


- TRIVIA -


This game is also known as "Herbie at the Olympics".

$end

$info=hustle,
$bio

Hustle (c) 05/1977 Gremlin.

Game ID : 16-21


- TRIVIA -


This game runs on the "Blockade" hardware.


- SERIES -


1. Blockade (1976)

2. Comotion (1976)

3. Hustle (1977)

$end

$info=thehustl,thehustj,
$bio

The Hustler (c) 10/1987 Konami.

Game Id : GX765


- TRIVIA -


This game is known outside Japan as "Rack 'em Up".


This game runs on the "Blades of Steel - The Supreme Hockey Challenge" hardware.

$end

$info=hydra,hydrap,hydrap2,
$bio

Hydra (c) 06/1990 Atari Games.

Game ID : 136079


- TRIVIA -


This game runs on the Atari G1 hardware.


- UPDATES -


REVISION 1 :

* Build date : OS : 03MAY1990 19 :41 :10 / PROG : 14MAY1990 09 :57 :52


REVISION 2 :

* Build date : OS : 25MAY1990 11 :50 :03 / PROG : 25MAY1990 12 :36 :10


REVISION 3 :

* Build date : OS : 04JUN1990 18 :58 :46 / PROG : 08JUN1990 14 :19 :52


- STAFF -


Project Leaders : Dennis Harper, Milt Loper

Programmers : Dennis Harper, Andrew Burgess

Animators : Deborgh Short, Nick Stern, Chuck Eyler, Will Noble, Sharon Plotkin

Audio : Don Diekneite, Brad Fuller

Hardware : Sam Lee

Technicians : Cris Drobny, Gleen McNamara

Product manager : Linda Benzier

Project supervisor : Chris Downend

Cabinet : Ken Hata, Mike Jang, Ralph Perez

Controls : Jack Aknin

Video imaging : Rob Rowe, Andrew Burgess


- PORTS -


* Computers :

Amstrad CPC (1990)

Atari ST (1991)

Commodore C64 (1991)

Atari Lynx (1992)

Commodore Amiga

$end

$info=hyperath,
$bio

Hyper Athlete (c) 06/1996 Konami.

Game ID : GV021


- TRIVIA -


This game runs on the Konami GV System hardware.


- SERIES -


1. Hyper Olympic (1983)

2. Hyper Olympic '84 (1984)

3. Hyper Sports Special (1988)

4. Hyper Athlete (1996)


- STAFF -


Director: Satoshi Kushibuchi

Main Program: Masaki 'Hogan' Hosoe

Sequence Program: akiHiro imAmura

User Interface Program: akiHiro imAmura

3D Background Program: Naoto Oshima

Camera Work Program: Naoto Oshima

Animation Program: Masaki 'Hogan' Hosoe

3D Collision Program: Masaki 'Hogan' Hosoe

Character Design: Plan 9 Keiichiro Toyama

Motion Edit: Plan 9 Keiichiro Toyama

Background Design: Satoshi Kushibuchi

Graphic Design: Shigeru Kobayashi

Sound Treatment: Masanori Adachi

Sound Program: Ryuichi

Background Music: Kosuke Soeda

Sound Effect: Hiroe Noguchi

Package Designer: Syougo Kumasaka, Madam Tanaka

Game Event Designer: Masaki 'Hogan' Hosoe

Supervisor: Halky

$end

$info=hyprduel,hyprdelj,
$bio

Hyper Duel (c) 1993 Technosoft.


- STAFF -


Main programmer : Godzy

Sub programmer : Fake Dwarf Giva

Main designer : Unbalance

Enemy programmers : Fake Dwarf Giva, Alpha, Godzy

Demo programmer : Alpha

Enemy designers : KRP, Silver Hammer, Guges.D, Unbalance

Map designers : No Remorse, KRP, Guges.D

Visual designer : KRP

Music & Sound effects composer : Tsukumo Hyakutaro

Hyper duel mechanic designer : Booby Master

Game & Screen play designer : Alpha

Assembler : Indick-Mst

Graphic editor : Yotaro

Music driver : Yunker Matai

CN editor : Surino Ginji

Manual : Shion

Illustrastion : Tamtam, Silver Hammer

Voices : Youyouryouyours

Directer & Producer : Zako

Executive Producer : Shigotonin


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=hyprolym,hyprolyb,
$bio

Hyper Olympic (c) 10/1983 Konami.

Game ID : GX361


- TRIVIA -


This game is known in US as "Track and Field".


This game 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 at the high score screen and at the commendation screen is 'Chariots of fire' which was written by Vangelis.


- UPDATES -


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.


- TIPS AND TRICKS -


* Hidden Bonus : When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air. If it gets high enough, it'll hit a bird, which will fall and give you 1000 points.


* Hidden Bonus 2 : On the high jump, if you fail your first two jumps then qualify on the third, a little mole pops up and you get a bonus.


* Hidden Bonus 3 : In the 100 metres, if you manage to get a dead heat with the computer (i.e. the same time) you get a 1000 point bonus.


- SERIES -


1. Hyper Olympic (1983)

2. Hyper Olympic '84 (1984)

3. Hyper Sports Special (1988)

4. Hyper Athlete (1996)


- STAFF -


Music by : Shigeru Fukutake


- PORTS -


* Consoles :

Nintendo Famicom


* Computers :

Spectravideo (1984)

MSX (1984)

$end

$info=hpolym84,
$bio

Hyper Olympic '84 (c) 07/1984 Konami.

Game ID : GX330


- TRIVIA -


This game is known in Japan as "Hyper Sports".


This game 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.


- SERIES -


1. Hyper Olympic (1983)

2. Hyper Olympic '84 (1984)

3. Hyper Sports Special (1988)

4. Hyper Athlete (1996)

$end

$info=hyperpac,hyperpcb,
$bio

Hyper Pacman (c) 09/1995 SemiCom.


- STAFF -


Executive producer : Jeon Jae Yeon

Game designer : Han Seung Hoon

Main programmer : Kim Hyun Ho

System programmer : Kim Jin Woo

Sound programmer : Oh Gyeong Hun

Graphic designer : Hong Young Joo

Sound composer / S.E : Jeon Seok Gee

$end

$info=hyperspt,
$bio

Hyper Sports (c) 07/1984 Konami.

Game ID : GX330


- TRIVIA -


Licensed to Centuri for US manufacture and distribution.


This game is known outside Japan as "Hyper Olympic '84".


This game 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.


- SERIES -


1. Hyper Olympic (1983)

2. Hyper Sports (1984)

3. Hyper Sports Special (1988)


- PORTS -


* Consoles :

Sega SG-1000 (1985)

Nintendo Famicom


* Computers :

MSX (1984)

Commodore C64 (1985)

Sinclair ZX Spectrum (1985)

Amstrad CPC (1986)

$end

$info=hypsptsp,
$bio

Hyper Sports Special (c) 07/1988 Konami.

Game ID : GX861


Controlled with three buttons.


- TRIVIA -


This game is known outside Japan as "Konami '88" and "'88 Games".


This game runs on the "Chequered Flag" hardware.


On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".


- SERIES -


1. Hyper Olympic (1983)

2. Hyper Olympic '84 (1984)

3. Hyper Sports Special (1988)

4. Hyper Athlete (1996)

$end

$info=hyprdriv,
$bio

Hyperdrive (c) 1998 Midway Games.


- TIPS AND TRICKS -


* Mirror Mode : Press View1 during the track select screen. Mirror mode flips the track right to left, so that all the right-hand turns become left-hand turns and vice versa.


* Expert Mode : Press View2 during the track select screen. Expert mode turns off the 'catch-up' code, so there is no computer help for the players that are behind. This is for players who want a fair-and-square head-to-head race without any computer assistance. Also in expert mode, the green guide boxes for the boost zones are disabled, and the 'help boxes', that pop are disabled.


* Mirror Mode and Expert Mode can both be active at the same time. Just hold down View1 and View2 at the same time during the track select screen.


* No Drones Mode : Press View1 during the ship select screen. This mode is included for the really good players who want the race solely the result of head-to-head racing, without the chance of the race being influenced by one person getting bumped by a drone, or by the drones clustering around one person and not the other.


* Cruise Control : If the player doesn't step on the gas pedal at the start of the game, then the game will automatically keep the gas pedal at 80% of max speed.


* Barrel Rolls : Double-tapping the yellow buttons makes the ship roll to the right and left. The player gets a small but useful speed boost if he can pull off a barrel roll.


* Afterburner : Double-tapping the gas pedal makes the ship speed up and the exhaust flare up.


- STAFF -


SOFTWARE : Matt Booty, Ed Keenan, Brian Eddy, Peter Giokaris

ART : Mike Ossian, Dave Zabloudil, Jim Rohn, Brian Morris, Tony Lentini

MUSIC/SOUND : Dan Forden


- SOURCES -


Midway's HYPERDRIVE homepage, http://www.animbomb.com/hyperdrive/

$end

$info=imsorry,
$bio

I'm Sorry (c) 1985 Coreland / Sega.

Game ID : 834-5707


- TRIVIA -


This game is known in Japan as "Gonbee no I'm Sorry".


This game runs on the Sega System 1 hardware.


This game is mostly Japanese nonsense satire. The title is a play on the word 'sori,' which means Prime Minister. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba.


This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper.


- STAFF -


From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami

$end

$info=irobot,
$bio

I, Robot (c) 1983 Atari.

Game ID : 136029


I, Robot is the story of Interface Robot #1984. You see robot #1984 loved jumping, but Big Brother forbids jumping, so #1984 has to do all his jumping when the watchful eye of Big Brother isn't looking, or else face annihilation. You control the robot as he hops around a geometric in an attempt to turn all red squares into blue squares, so you can have a chance at taking down Big Brother himself. But you have to be really careful, as the eye of Big Brother floats over the screen, and jumping when the eye is red will cause your robot to get blasted with a laser beam. Big Brother also would send out a variety of smaller foes against you, such as birds and sharks. The eye can be destroyed after turning all of the bricks to blue, after that you move onto the next level. All the even numbered levels are space levels, where you guide robot #1984 through space. Blast or dodge everything in sight until the level ends, and you are presented with another landscape, along with another eye to deal with. Every third level you would get to go inside a little pyramid and attempt to grab as many jewels as you could before being blasted. The game had 99 normal levels and 99 space levels to conquer, after which the game starts over at the beginning. Remember that you can change the camera angle at anytime. Usually you don't have to worry about it, but some of the levels are much easier if you adjust the camera for a better viewpoint.


People who didn't quite feel up to facing Big Brother could instead spend their quarter playing 'Doodle City', which was a little 3-D paint program that used the I, Robot engine and graphics to let the player draw things on screen. You could select Doodle City at the beginning of the game, and you could switch to the real game if you grew tired of doodling, but it would cost a life or two.


- TRIVIA -


The game was a complete flop at the time, players were really unable to cope with the surrealism and newness of the graphics.


I, Robot was originally called 'Ice Castles' and was three boards rather than two. Atari had this stupid policy that bonuses for engineers were based on profits from sales of machines, *without* taking into account the amount of engineering resources (man years) spent developing it. I.e., just the sales revenue minus the manufacturing cost. Therefor engineers were motivated to spend ridiculous amounts of time reducing the manufacturing cost. They decided that the only way to reduce the cost of the game was to replace a lot of TTL logic with an ASIC. Unfortunately, they assigned very inexperienced people to do the ASIC design. The resulting chip had very low yield. However, by this time the game was so late that they weren't allowed to fix the ASIC. Aside from the time it would take to redo the chip, fixing it would also require putting it in a larger package with more power and ground pins and so the board would have to be redone as well. So for each production unit they just tried chips until they found one that seemed to work, then shipped the unit. They threw away a lot of chips.


Approximately 1,000 units were produced. There was only one kind of I, Robot machine made, the upright dedicated cabinet. The only other game that used this exact cabinet was "Firefox", although the "Major Havoc" cabinet was similar. The best way to describe this cabinet is to say that it looked really top heavy. This cabinet wasn't just a straight up and down affair; the monitor area, control panel, and bottom section were all different sizes and the whole machine flared out at the bottom. The game featured partial sideart in the form of a field of red, blue, and yellow blocks floating in a field of stars. The marquee showed an 'I, Robot' logo composed of 3-D multicolored blocks. There were no important decorations on the control panel or monitor bezel, although the monitor did have a pair of grill-like plastic plates on either side of it. The action was controlled with a single 'Hall Effect' joystick mounted centrally and a camera button on the side of the control panel. This joystick was a fairly new kind of gaming control, but it never did catch on, a few other titles such as "Road Runner" used this stick, but they are almost impossible to find today. A joystick that worked off of magnetic fields probably wasn't the best idea anyway. Some people have managed to replace these joysticks with other kinds of analog sticks, but it requires custom work, and doesn't have the same feel as the Hall Effect stick.


- TIPS AND TRICKS -


* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10.


- STAFF -


Designed and programmed by : Dave Theurer (DAV), Russel Dawe (RUS), Cris Drobny

$end

$info=ichidant,ichidnte,ichidntb,
$bio

Ichidant-R - Puzzle & Action (c) 1994 Sega.

Game ID : 834-10935


- TRIVIA -


This game runs on the Sega System C2 hardware.


- SERIES -


1. Tant-R - Puzzle & Action (1992)

2. Ichidant-R - Puzzle & Action (1994)

3. Treasure Hunt - Puzzle & Action (1997)


- PORTS -


* Consoles :

Sega Mega Drive (1995)

$end

$info=47pie2,47pie2o,
$bio

Idol Janshi Suchi-Pai II (c) 1994 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Idol MahJong Soldier Suchi-Pai 2'.


This game runs on the Jaleco Mega System 32 hardware.


- UPDATES -


Revision 1 :

* Software version : 1.0.


Revision 2 :

* Software version : 1.1.


- SERIES -


1. Idol Janshi Suchi-Pai

2. Idol Janshi Suchi-Pai II (1994)

3. Idol Janshi Suchi-Pai Special (1994)

4. Idol Janshi Suchi-Pai 3 (1999)

$end

$info=suchipi,
$bio

Idol Janshi Suchi-Pai Special (c) 1994 Jaleco.


- SERIES -


1. Idol Janshi Suchi-Pai

2. Idol Janshi Suchi-Pai II (1994)

3. Idol Janshi Suchi-Pai Special (1994)

4. Idol Janshi Suchi-Pai 3 (1999)

$end

$info=idhimitu,
$bio

Idol no Himitsu (c) 03/1989 Digital Soft.


A mahjong game controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Idol's Secret'.

$end

$info=fromance,
$bio

Idol-Mahjong Final Romance (c) 1991 Video System.


A mahjong game with night life overtones and special items.

Controlled with a mahjong control panel.


- SERIES -


1. Idol-Mahjong Final Romance (1991)

2. Taisen Idol-Mahjong Final Romance 2 (1995)

3. Taisen Mahjong Final Romance R (1995)

4. Taisen Mahjong Final Romance 4 (1998)

$end

$info=idolmj,
$bio

Idol-Mahjong Housoukyoku (c) 1988 System Service.


A mahjong game with stripping women! 'Is that a RON in your pants or are you just happy to see me?'

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Idol-Mahjong Broadcasting Studio'.

$end

$info=iemoto,iemotom,
$bio

Iemoto (c) 10/1987 Nichibutsu.


A mahjong game where the player battles mercenaries to save girls.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Music School Principal'.

$end

$info=iganinju,
$bio

Iga Ninjyutsuden - Itsushin no Kaku (c) 09/1988 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Iga Ninja Arts Story - Writings of Five Gods'.


This game is known outside Japan as "Kazan".


This game runs on the Jaleco Mega System 1-A system hardware

$end

$info=igmo,
$bio

IGMO (c) 1984 Epos.


Controlled with an 8-way joystick and two buttons.

$end

$info=ikarijp,ikarijpb,
$bio

Ikari (c) 1986 SNK.

Game ID : A5004 'IW'


- TRIVIA -


The title of this game translates from Japanese as 'Anger'.


This game is known outside Japan as "Ikari Warriors".


The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.


- SERIES -


1. Ikari (1986)

2. Dogosoken (1986)

3. Ikari III - The Rescue (1989)

$end

$info=ikari3,
$bio

Ikari III - The Rescue (c) 01/1989 SNK.

Game ID : A7007 'IK3'


- SERIES -


1. Ikari (1986)

2. Dogosoken (1986)

3. Ikari III - The Rescue (1989)


- PORTS -


* Consoles :

Nintendo Famicom (1990)


* Computers :

Commodore C64 (1990)

$end

$info=ikari,
$bio

Ikari Warriors (c) 03/1986 SNK.

Game ID : A5004 'IW'


- TRIVIA -


This game is known in Japan as "Ikari".


The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.


- SERIES -


1. Ikari Warriors (1986)

2. Victory Road (1986)

3. Ikari III - The Rescue (1989)


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Atari 7800 (1989)

Atari 2600 (1990)


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

Commodore Amiga (1989)

Atari ST (1989)

MSX2

$end

$info=ikki,
$bio

Ikki (c) 1985 Sun Electronics.

Game ID : TVG17


- TRIVIA -


The title of this game translates from Japanese as 'insurrection' (like peasant against the shogun).


This game is known outside Japan as "Boomerang", and also as "Farmers Rebellion".


The main characters was officially called 'Gonbe' and 'Tago'.

$end

$info=imgfight,
$bio

Image Fight (c) 11/1988 Irem.


- TRIVIA -


This game runs on the Irem M-72 system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M Irem 1 - D28B0012) on 21/01/1989.


- SERIES -


1. Image Fight (1988)

2. Image Fight II


- STAFF -


Sound composer : Sclap


- PORTS -


* Consoles :

NEC PC Engine (1990)

Nintendo Famicom (1990)

Sega Saturn (1998, "Image Fight & X-Multiply")

FM Town Marty


* Computers :

Sharp X68000 (1990)

$end

$info=imago,
$bio

Imago (c) 1983 Acom.

$end

$info=imekura,
$bio

Imekura Mahjong (c) 10/1994 Sphinx / AV Japan.


A mahjong game with digitized females as prizes!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Image Club Mahjong'.

$end

$info=inthunt,inthuntu,
$bio

In The Hunt (c) 04/1993 Irem.


Take control of an attack sub & stand your ground against a powerful enemy army in this excellent shooter by Irem. Features excellent graphics & sound, unique weapons such as depth charges & anti-air missiles and a nice challenge. Try it!


- TRIVIA -


This game is known in Japan as "Kaitei Daisensou".


This game runs on the Irem M-92E system hardware.


- STAFF -


Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi

Programmer : Nobu, Wanderer

Sound creator : Ai Ai

Publicity staff : Sakomizu

Planner : Tobi_Nag

Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda


- PORTS -


* Consoles :

Sega Saturn (1995)

Sony PlayStation (1996)

$end

$info=inca,
$bio

Inca (c) 19?? Unknown.

$end

$info=indytemp,indytemd,indytem2,indytem3,indytem4,
$bio

Indiana Jones and the Temple of Doom (c) 08/1985 Atari Games.

Game ID : 136036


The player takes the role of Indiana Jones in his quest to recover the sacred Sankara stone. He must also free the children who have been enslaved. Nice action game.


- TRIVIA -


This game runs on the Atari System 1 hardware.


Theme music and sound effects are from the movie of the same name. This is the first Atari System I game to use speech capability to talk to players.


- STAFF -


Directed by : Peter Lipson

Produced by : Mike Hally

Location Supv. : Rob Rove

Voice Coach : Earl Vickers

Music / Audio effects : Hal Canon, Dennis Harper

Costumes & special effects : Susan G. McBride, Alan Murphy, Will Noble

Set designer : Dave Ralston


- PORTS -


* Consoles :

Nintendo Famicom


* Computers :

Atari ST (1985)

Amstrad CPC (1987)

Apple II

Commodore C64

Commodore Amiga

$end

$info=indy500,
$bio

Indianapolis 500 (c) 1995 Sega.


Ladies and Gentlemen, Start Your Engines!!


- TRIVIA -


This game runs on the Sega Model 2B hardware.


- TIPS AND TRICKS -


* Fifth View : To access a secret fifth view, switch to the fourth view during the race, then press any two view change buttons simultaneously.


* Mirror Mode : Hold the red zoom in button while pressing Start to begin the game. All of the track graphics and text will be flipped horizontally.


* Mirror Mode And Power Steering : Hold both Zoom buttons while pressing Start to begin your game. You'll be playing in mirror mode and the steering wheel will turn more freely. Note : These tricks will only work on the 'twin type' machines and not on the deluxe 'dx' type.


* Backwards Tracks : Hold the shift lever Down while starting a game. You'll be driving the track in the opposite direction. Note : That in a multiplayer game the course direction is determined with majority rule; that is it won't work unless the majority of the players hold their shifter Down at this time.


* Drive The Pace Car : After choosing a course-but before the race starts, step on the Brake and simultaneously press the Start button. You'll be driving the mustang pace car.


* Vs. Pace Cars : After choosing a course-but before the race starts, step on the Brake and simultaneously push the shift lever Up. This will change your opponents car to pace cars. Note : That in a multiplayer game, this will only change the appearence of the cars which are controlled by your game board (your screen only will be affected).


* Front View : To see your car from front to back, switch to the third or fourth view during the race, then press the Start button and both view change buttons simultaneously.


* Position Markers : Hold the Start button when changing views to make the car's position markers appear above the cars.


* Trailer Tricks : At the transmission select screen, step on the Brake to close the door on the trailer that holds your car or step on the Gas to view your car coming out of the trailer.


* Bird Trick : When driving on the 'Highland Raceway' track in 'Backwards Track Mode' a flock of birds will cling to your car. If you immediately make a u-turn and drive in the opposite direction, the birds will stick with you for the rest of the game.

$end

$info=idsoccer,
$bio

Indoor Soccer (c) 03/1985 Universal.


- PORTS -


* Computers :

Commodore C64 (1989)

$end

$info=inferno,
$bio

Inferno (c) 1984 Williams.


- TRIVIA -


This game runs on the "Mystic Marathon" hardware.


Approximately 50 units were produced.


- STAFF -


From highscore table : (PVA), Bill Pfutzenreuter (PFZ), (PAR), (EJS), Mark Loffredo (ML ), (LOU)

$end

$info=minferno,
$bio

Inferno (c) 12/1977 Meadows Games.

$end

$info=insector,
$bio

Insector (c) 1982 Gottlieb.


- TRIVIA -


This was Skelly's second game for Gottlieb, but it was never released. Number produced estimated at 1 or 2 units. This game represents Skelly's own answer to "Robotron - 2084".


The cool thing about Insector is the three-letter code in at the start. Tim Skelly used this value as a seed for each player's pseudo random number generator. That way, if you want exactly the same game every time, you enter the same three letters. If you wanted to handicap yourself, you would enter different letters and let the other player enter their usual letters, etc.


- TIPS AND TRICKS -


* Make The Game Easier : Tim put in this game a secret code that made the game easier. Enter 'DDT' on the three-letter start (David Thiel's initials).


- STAFF -


Designed and programmed by : Tim Skelly

Audio by : David Thiel

$end

$info=insectx,
$bio

Insector X (c) 1989 Taito.

Game ID : B97


- TRIVIA -


This game runs on "The New Zealand Story" hardware.


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Nintendo Famicom (1990)

$end

$info=intcup94
$bio

International Cup '94 (c) 1994 Taito.

Game ID : D78


- TRIVIA -


This game is also known as "Hattrick Hero '94".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Football Champ (1990)

2. Super Cup Finals (1993)

3. International Cup '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


Planner : Takeshi Kobori

Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi

Software Super Cup Version : Masashi Tsuzura, Yasutaka

Design : Naoto Hashizume, Takeshi Kobori

Sound : Shuichiro Nakazawa (Zuntata)

Hardware : Katsumi Kaneoka

Assistant : Shin Tanaka

Director : Takeshi Kobori (Marutake)


* Cast :

Player & GK : Masashi Tsuzura

Manager : Suminori Hase, Yuji Sakamoto

Referee : Shin Tanaka

Lady : Seiji Kawakami

Doctor : Hiroto Nizato

Nurse : Hiromi Mikami

Stunt : Tomohisa Yamashita

$end

$info=intrepid,intrepi2,
$bio

Intrepid (c) 1983 Nova Games.


- SERIES -


1. Intrepid (1983)

2. Zarya Vostoka (1984)

$end

$info=invrvnge,invrvnga,
$bio

Invader's Revenge (c) 1979 Zenitone Microsec.


- TRIVIA -


Also licensed to Dutchford.

$end

$info=tinv2650,
$bio

The Invaders (c) 1978 Zaccaria.


- TRIVIA -


An alternate version of this Space Invaders clone made by Sidam is known as "Super Invader Attack".

$end

$info=invasion
$bio

Invasion (c) 19?? Sidam.

$end

$info=invasn,
$bio

Invasion (c) 1999 Midway.

$end

$info=invinco,
$bio

Invinco (c) 11/1979 Sega.

Game ID : 310-318


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=invds,
$bio

Invinco / Deep Scan (c) 05/1980 Sega.

Game ID : 367-382


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=invho2,
$bio

Invinco / Head On 2 (c) 1979 Sega.

Game ID : 271-286


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=ipminvad,
$bio

IPM Invader (c) 1979 Irem.


- TRIVIA -


Known as the poor mans version of "Space Invaders". IPM Invader was manufactured by a company called IPM, which later changed it's name to IREM.


- UPDATES -


It is like "Space Invaders", with identical graphics. It uses a color monitor instead of a black and white monitor with a color overlay.


It has the addition of the famous 'coffee break'. What's the 'coffee break'? The 'coffee break' is a unique feature in IPM Invaders whereas after every 3rd wave or pattern of invaders, the 'coffee break' appears.


Another unique feature in IPM Invader is the 'capsules'. When dip switch settings are changed to advanced settings, the game becomes more difficult with the introduction of the UFO (mystery score ship) dropping 'capsules' that hatch into new invaders. The 'capsules' cannot be destroyed until they hatch, and are dropped across the screen to defeat the players 'narrow column' strategy.

$end

$info=iqblock,
$bio

IQ-Block (c) 1993 IGS.

Game ID : 0036-5


- TRIVIA -


IGS even misspelled 'INSER COIN' during the demo mode instead of 'INSERT COIN'.

$end

$info=skingame,skingam2,
$bio

The Irem Skins Game (c) 10/1992 Irem.


- TRIVIA -


This game is known outside US as "Major Title 2 - Tournament Leader".


This game runs on the Irem M-92F system hardware.


- SERIES -


1. Major Title (1990)

2. The Irem Skins Game (1992)


- PORTS -


* Consoles :

Nintendo Super Famicom (1992, "Irem Skins Game")

$end

$info=ironhors,
$bio

Iron Horse (c) 01/1986 Konami.

Game ID : GX560


- TRIVIA -


This game is known in Japan as "Dai Ressya Goutou".


This game runs on the "Double Dribble" hardware.


A bootleg of this game is known as "Far West".


- PORTS -


* Computers :

Commodore C64 (1987)

Amstrad CPC (1988)

$end

$info=offroad,offroadt,
$bio

Ironman Ivan Stewart's Super Off-Road (c) 04/1989 Leland.


- TRIVIA -


Ironman Ivan Stewart's Super Off-Road is the first arcade game to feature Dynamic Play Adjustment (DPA), the cpu would change the speed and skill of the grey car (supposedly Mr. Stewart himself) in relation to your performance in the game, in order to ensure high earnings and close contests.


An upgrade kit for this game exists and is called 'The Track-Pack' (see Updates section for more info).


- UPDATES -


* The Track Pack : This upgrade contains eight brand-new tracks which are : Shortcut, Cutt-off Pass, Pig Bog, Rio Trio, Leapin' Lizards, Redoubt About, Boulder Hill and Volcano Valley.


- STAFF -


Direction : John Rowe, Medo Moreno, Dan Viescas

Technical advisor : Ivan Stewart

Concept / Team leader : John Morgan

Software : John Morgan, Earl Stratton, Hartono Tjitro

Graphics : Steve High, Kevin Lydy, Dok Whitson, Jerry Huber

Music : Sam Powell

Sound : Mike Enright, Michelle Simon

Hardware : Eric Henderson, Dennis Sable, Dave Scott


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Game Gear (1992)

Nintendo Super Famicom (1992, "Super Off Road")

Nintendo Game Boy (1992, "Super Off Road")

Atari Lynx (1996)


* Computers :

Sinclair ZX Spectrum (1990)

Amstrad CPC (1990, "Iron Man")

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=irrmaze,
$bio

The Irritating Maze (c) 08/1997 SNK / Saurus.

Game ID : 0236


Controlled with a trackball and two buttons.


- TRIVIA -


This game is known in Japan as "Ultra Denryu Iraira Bou" (translates from Japanese as 'Ultra Electric Current Irritation Stick').


This game runs on the SNK Neo-Geo MVS hardware and this is the first that required a trackball on this hardware.


The Irritating Maze was based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'.


- STAFF -


Producer : N. Tanaka

Directer : Yasushi Okahara

Designers : Miwako Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro

Programmers : Y. Sakamoto, M. Yuuki, A. 00I

Sound : M. Hataya, H. Takei, H. Togashi, K. Matsueda

$end

$info=ixion,
$bio

Ixion (c) 01/1983 Sega.


- TRIVIA -


This game runs on a modified Super Zaxxon board.


- PORTS -


* Consoles :

Atari 2600 (1984) : An unreleased prototype

$end

$info=vshoot,
$bio

J-League Soccer V-Shoot (c) 1994 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


This game is an official licensed product of the J.League.

$end

$info=jjsquawk,
$bio

J. J. Squawkers (c) 1993 Athena / Able.


Nice colored platform game with fun characters who throw cool weapons!

Controlled with a 4-way joystick and two buttons.

$end

$info=jleague,
$bio

The J.League 1994 (c) 1994 Sega.


- TRIVIA -


This game is known outside Japan as "Super Visual Football - European Sega Cup" and in US as "Super Visual Soccer - Sega Cup".


This game runs on the Sega System 32 hardware.

$end

$info=jackrabt,jackrab2,jackrabs,
$bio

Jack Rabbit (c) 01/1984 Zaccaria.

$end

$info=jack,jack2,jack3,
$bio

Jack the Giantkiller (c) 05/1982 Cinematronics.


This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four.

The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).

In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.

The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.

On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.

The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).


After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.


- TRIVIA -


This game is known in Japan as "Treasure Hunt".


Jack the Giantkiller is based on the classic fairytale known as 'Jack And The Beanstalk'.


Jack The Giantkiller was available in two different dedicated cabinets, and upright and a cocktail. The cocktail one really lent itself to easy conversion due to the large control panels, so the upright is far more common. The upright machine came in a conservatively designed cabinet that had curves instead of sharp angles. This same cabinet was also used for "Zzyzzyxx", "Naughty Boy", and "Boxing Bugs". The marquee showed Jack about to get squished by a giant boot as he runs over clouds toward the beanstalk, while carrying the golden goose. The sideart was a large sticker and it showed Jack scaling an immense beanstalk while a bearded giant points at him with a menacing look on his face. The monitor bezel shows a few more images of Jack and the Giant, while the control panel contained game instructions, an 8-Way joystick and two buttons for jump and shoot. The one really nice thing about the artwork on this machine was that it all actually appears to have been done by the same artist, in the same style, with the same color scheme. So many games seem to have trouble with that. The cocktail version of the game came in a small table format that had woodgrained sides, and control panels on either end. Most cocktail tables tended to have tiny control panels that were in strange places, but the panels on this game were full sized, and were right up next to the monitor with only a slight downward slant to them. The game's top glass had beanstalk graphics bordering the screen, and the control panel overlays were exactly the same as the upright machine, except for a few stripes, and the lack of start buttons on panel for the second player. Some game cabinets just scream out 'easy conversion' to the arcade operator, and this was one of them. The large control panels and 19'' monitor meant that you could easily convert this one into almost anything, so that is what happened to almost all of them. Only the "Joust" cocktail seemed to be even better for conversions, as it had the players sitting side by side. Both machines used a standard 19'' arcade monitor and used a unique wiring harness that was not JAMMA compatible.

$end

$info=jackal,
$bio

Jackal (c) 10/1986 Konami.

Game ID : GX631


- TRIVIA -


This game is known in US as "Top Gunner" and in Japan as "Tokushu Butai Jackal".


This game runs on the "Double Dribble" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.


- UPDATES -


In Top Gunner, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1988)

$end

$info=jchan,
$bio

Jackie Chan - The Kung-Fu Master (c) 1995 Kaneko.


Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Features digitized fighters, the bosses are three different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie "engrish", loads of little videos and funny stuff. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel.

$end

$info=zaxxonb,
$bio

Jackson (c) 1982.


- TRIVIA -


This game is a bootleg of "Zaxxon".

$end

$info=jailbrek,
$bio

Jail Break (c) 03/1986 Konami.

Game ID : GX507


- TRIVIA -


This game is known in Japan as "Manhattan 24 Bunsyo".


- TIPS AND TRICKS -


* Easter Egg : From the beginning of the game, rescue four hostages in a row. You have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game. Gas him to get an interesting peep-show!


- STAFF -


Executive producers : K.K and K.K

Music by 'Sound Effect Study Room'.

Directed by : Oolong Sugimo

Produced by 'Soft Second Development Room'.


- PORTS -


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

$end

$info=jjparads,
$bio

Jan Jan Paradise (c) 1996 Electro Design.


A mahjong game with selectable player and enemy characters.

Controlled with a joystick.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Mahjong Paradise'.


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Jan Jan Paradise (1996)

2. Jan Jan Paradise 2 (1997)

$end

$info=jjparad2,
$bio

Jan Jan Paradise 2 (c) 1997 Electro Design.


A mahjong game with selectable player and enemy characters.

Controlled with a joystick.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Mahjong Paradise 2'.


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Jan Jan Paradise (1996)

2. Jan Jan Paradise 2 (1997)

$end

$info=jgokushi,
$bio

Jangokushi - Haoh no Saihai (c) 05/1999 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Jong Countries' Intentions - Supreme Ruler's Dice and Tiles'.


The title 'Jangokushi' is a pun on 'Sangokushi', the saga of the Three Kingdoms, which this game is based on.

$end

$info=janshin,
$bio

Janshin Densetsu - Quest of Jongmaster (c) 06/1994 Aicom.

Game ID : 0048


A mahjong game with Role-Playing-Game elements and selectable items.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Jong God Legend'.


This game runs on the SNK Neo-Geo MVS hardware.


Janshin Densetsu appears to be a complete ripoff of 1991's "Mahjong Quest" by Taito. The basic premise is the same : a girl in an RPG-style format walking along a world map and encountering enemies which are battled through mahjong matches. The enemy encounter screens have identical borders and the enemies are drawn in the same comic-anime style. Before each mahjong match, there are selectable spells that can be bought with stored MP, the screen and spells being identical in both cases. The player also has a Sword and Shield which can be activated during a match which give the player special abilities. The in-game text is virtually identical. The mahjong tiles themselves look almost exactly the same save for the backs; the mahjong game screen itself is almost exactly the same. Even upon defeating an enemy, they are turned into a scantily-clad woman as does your character when she is defeated. The only major difference between the two seems to be that "Mahjong Quest" is controlled with a mahjong control panel and Jyanshin Densetsu is controlled with the MVS Neo-Geo joystick. The next Aicom game on SNK Neo-Geo MVS is 1995's "Pulstar", shares lots of similarities with "R-Type" as well.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=jspecter,jspectr2,
$bio

Jatre Specter (c) 1979 Jatre.


- TRIVIA -


This game is a clone of "Space Invaders".


- UPDATES -


Jatre Specter is faster than the original "Space Invaders".

$end

$info=jigkmgri,
$bio

Jigoku Meguri (c) 1988 Taito.

Game ID : B41


- TRIVIA -


The title of this game translates from Japanese as 'Hell Patrol'.


This game is known in US as "Bonze Adventure".


The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law.


- STAFF -


Game director : Yasumasa Sasabe

Creaters : Crazy-Yoshikawa, Creamy Tetsu

Creature designed by : Junji Yarita

Game design director : Hidehiro Fujiwara

Game designer : Kenshi Kaito

Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima

Hardware director : Takashi Ohara

Art director : Hiroyasu Nagai

Sound directed by : Hisayoshi Ogura

Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=jituroku,
$bio

Jitsuroku Maru-chi Mahjong (c) 1993 Windom.

$end

$info=jitsupro,
$bio

Jitsuryoku!! Pro Yakyuu (c) 07/1989 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Power!! Pro Baseball'.


This game runs on the Jaleco Mega System 1-A system hardware.


- SERIES -


1. Moero!! Pro Yakyuu Homerun (1988)

2. Jitsuryoku!! Pro Yakyuu (1989)


- STAFF -


Programmed by : Banba Ishizu

Designed by : K. Motono, Junko Aki, Tama

Produced by : S. Mori

$end

$info=joemacr,joemacra,
$bio

Joe & Mac Returns (c) 1994 Data East.


- SERIES -


1. Tatakae Genshijin - Joe & Mac (1991)

2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)

3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)

4. Joe & Mac Returns (1994)

$end

$info=teamqb,teamqb2,
$bio

John Elway's Team Quarterback (c) 1988 Leland.


- SERIES -


1. Quarterback (1987)

2. John Elway's Team Quarterback (1988)

3. All American Football (1989)


- STAFF -


Direction : John Rowe, Medo Moreno

Software : Bob Skinner, Phil Sorger, John Morgan, Steve Hostetler

Graphics : Kevin Lydy

Music : Sam Powell

Hardware : Eric Henderson, Dennis Sable, Dave Scott

Technical advisors : John Elway, Patrick Curran

$end

$info=jojoba,jojobaa,
$bio

JoJo's Bizarre Adventure (c) 1999 Capcom.


Sequel of the first game with just extra characters.


- TRIVIA -


This game is known in Japan as "JoJo no Kimyouna Bouken - Miraie no Isan".


This game runs on the Capcom Play System III hardware (CPS III).


Based on the 3rd story of the manga from Araki Hirohiko.


- SERIES -


1. JoJo's Venture (1998)

2. JoJo's Bizarre Adventure (1999)


- PORTS -


* Consoles :

Sega Dreamcast (1999)

Sony PlayStation (1999)

$end

$info=jojo,
$bio

JoJo's Venture (c) 1998 Capcom.


- TRIVIA -


This game is known in Japan as "JoJo no Kimyouna Bouken".


This game runs on the Capcom Play System III hardware (CPS III).


Based on the 3rd story of the manga from Araki Hirohiko.


- SERIES -


1. JoJo's Venture (1998)

2. JoJo's Bizarre Adventure (1999)


- PORTS -


* Consoles :

Sega Dreamcast

$end

$info=jantouki,
$bio

Jong Tou Ki (c) 01/1990 Dynax.

$end

$info=jsk,
$bio

Joryuu Syougi Kyoushitsu (c) 1997 Visco.


- TRIVIA -


The title of this game translates from Japanese as 'Lady Shougi Classroom'.

$end

$info=josvolly,
$bio

Joshi Volleyball (c) 1983 Taito.


- TRIVIA -


The title of this game translates from Japanese as 'Women's Volleyball'.

$end

$info=journey,
$bio

Journey (c) 03/1983 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 2 hardware.


Used digitized faces of the band members, photographed with a camera designed by Ralph Baer, father of the home video game console. The machine contained a tape loop of the song 'Separate Ways (World's Apart)' in the concert scene at the end of each level. Rushed through the 1982 Christmas holidays by the Marvin Glass team because Bally/Midway wanted the game to coincide with the release of the band's Frontiers album. They took all the images of the band backstage at a Salt Lake City concert. There was talk of using the game as part of the road show, but that fell through.


Originally, this game was not to have the band Journey in it. It would have a digital camera that would take a picture of the player's face and put it on the character. This was dropped after some people used unmentionable parts of their body as character heads during tests.


The background music includes the Journey songs: 'Chain Reaction', 'Don't Stop Believin'', 'Lights', 'Still They Ride', 'Stone In Love' and 'Wheel In The Sky'.


- TIPS AND TRICKS -


* Secret Screen : On Journey's attract screen (the one with the face), press all the buttons (Blast, 1P Start, 2P Start) and the joystick to the Left and you'll get a screen with the programmer's names and tiny digitized pictures.


- STAFF -


Designed and programmed by : Elaine Ditton, Richard Ditton (founders of Incredible Technologies).

Graphics by : Scott Morrison

Sounds : Elaine Ditton, Steve Meyer

Hardware : Cary Mednick, Robert Ploussard, Ashok Charles

$end

$info=joust,joustwr,joustr,
$bio

Joust (c) 09/1982 Williams.


The player took the role of a knight with a lance, mounted on a flying ostrich or stork, battling waves of computer-controlled enemy knights. The enemy knights were of three different speed and agility levels and were mounted on giant vultures. The game screen was static; its only features were five platforms hanging in mid-air (some wrapping around the screen), the ground, and a pit of lava below. The game's incredibly simple controls were a factor in its wide appeal. A joystick moved left and right, and a 'Flap' button flapped the mount's wings once. Pressing 'Flap' in rapid succession would cause a gain in altitude until gravity dragged the player downward.


- TRIVIA -


The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times.


Joust shares some sounds from "Defender".


The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-Way leaf switch joysticks, or 2-Way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones. 


The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", "Moon Patrol", and "Stargate", only the ROM chips are different.


* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black.


A Joust unit appears in the 1983 movie 'Joysticks'.


A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley.


- UPDATES -


Red version has default high score of 107,212 Pts, Green and Yellow versions are 109,102 Pts. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores.


- TIPS AND TRICKS -


* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : when the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about 2 per second, for 1000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.


* Phantom Energizer : In a 2-player game (on a screen just before the middle ledge disappears) clear all opponents except 1. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.


- SERIES -


1. Joust (1982)

2. Joust 2 - Survival of the Fittest (1986)


- STAFF -


Designed by : John Newcommer (JRN)


Programmed by : Bill Pfutzenreuter (PFZ)

Game art by : Jan Hendricks (JAN)

Others : (KFL), (CWK), Mike Stroll (MRS)


- PORTS -


* Consoles :

Atari 2600 (1982)

Colecovision (1983)

Atari 5200 (1983)

Atari XEGS

Atari 7800 (1987)

Nintendo Famicom (1988)

Atari Lynx (1993)

Nintendo Game Boy (1995, "Arcade classique - Defender / Joust")

Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")

Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Atari 800 (1983)

Atari ST (1986)

Amstrad CPC (1986)

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")


* Others :

Palm OS ("Midway Arcade Classic")

$end

$info=joust2,
$bio

Joust 2 - Survival of the Fittest (c) 12/1986 Williams.


You pilot a knight who rides on top of a large bird. The object is to smash into your opponents to destroy them, but you have to be at a higher elevation when you hit them, otherwise they destroy you instead. The controls consist of a simple 2-Way joystick and a 'Flap' button.


- TRIVIA -


The year was 1986 and the arcade industry was in a big slump, the golden age had been over for a few years, and the brief revival of the late 80s had not yet begun. Williams decided to do a sequel to their classic Joust title, and came up with Joust 2 - Survival Of The Fittest. This was a complete update to the original with new enemies and a variety of different levels, but it had one little flaw, it just simply was not as fun as the original. It was a great game on its own, but not when compared to "Joust". They only ended up making about 1000 of these, and most of them saw little action on the arcade floor. The players seemed to prefer the original "Joust" (which most arcades still had back then). Most of these machines ended up being pulled from the arcades after only a few months, and have survived to the present day in excellent conditions (It seems they were pulled for lack of profits, but most of them were not converted, because by 1986 most operators had a whole warehouse full of games to convert, and would usually select an older title rather than a new one that they could possibly sell off to someone else).


This game uses a redesign of the 'Williams Classic' platform. It is not compatible with the older titles, but they could possibly run on this platform with a little bit of tweaking. The game is contained on a set of two PCB boards, and a third board does audio duties. This title was released in an upright dedicated cabinet that was very similar in design to the original "Joust" cabinet (you would have to set them side by side to be able to spot the differences). It is decorated with stencil style painted sideart of a knight riding on a large bird (this was one of the last games to have stenciled sideart, stickers and other painting methods had been the norm for several years). The rest of the cabinet artwork is all based on the original "Joust" artwork, but has much more detail. The biggest difference between this cabinet and an original "Joust" cabinet is that this game uses a vertical monitor, rather than a horizontal one.


- SERIES -


1. Joust (1982)

2. Joust 2 - Survival of the Fittest (1986)


- STAFF -


Designed by : John Newcomer (JRN)

Programmed by : Joe Hellesen (JOE), Kristina Donofrio (KVD), Warren Davis (WBD)

Sounds by : Chris Granner (C G)

Graphics by : John Newcomer (JRN), Jack E. Haeger

Cabinet graphics by : Tim Elliott


- PORTS -


* Consoles :

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

$end

$info=joyfulr,
$bio

Joyful Road (c) 1983 SNK.

Game ID : A2001


- TRIVIA -


This game is known in US as "Munch Mobile".

$end

$info=joyman,
$bio

Joyman (c) 1982 Monster.


- TRIVIA -


Joyman is a hack of "PuckMan".


- UPDATES -


Different sprites, different sounds and different mazes.

$end

$info=jrpacman,
$bio

Jr. Pac-Man (c) 10/1983 Bally Midway.


The youngest member of the popular Pac-Family is moving in...and he's every bit as promising as his parents. In the tradition of "Pac-Man" and "Ms. Pac-Man", Jr. Pac-Man has all the tried-and-true qualities that have made his family famous... plus a few to call his very own!


- TRIVIA -


This game runs on modified "Pac-Man" hardware with horizontal scrolling support. First "Pac-Man" game where the maze is larger than the visible area, requiring the screen to scroll.


This game which was also done by General Computer Corporation (GCC) for Bally/Midway is essentially an enhancement to "Ms. Pac-Man" (which is an enhancement to "Pac-Man"). Much of the original "Pac-Man" code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' message from "Ms. Pac-Man" is present.


There are a number of hidden bonus objects that were never used by the developers in Jr. Pac Man. To see them, set 'Cheats' to 'Always have blue ghosts'. Play a game, repeatedly eat the ghosts until you get past 1600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghost consecutively, the hidden objects appear. There is a rattle, pacifier, cowboy hat and skateboard. Too bad they never used them. Seems more appropriate than a glass of beer.


A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- PORTS -


* Consoles :

Atari 2600 (1984)


* Computers :

Commodore C64 (1988)

$end

$info=jdreddp,
$bio

Judge Dredd (c) 07/1992 Midway.


Here comes the judge! A beat-'em-up action based on the comics book of the same name.


- TRIVIA -


This game was never released.


This game runs on the Midway T Unit hardware.


- STAFF -


Software and designers : Mark Penacho, Jake Simpson (JMS)

Art and designers : Tim Coman (TJC), John Vogel (JCV), Eric Kinkead (EWK)

Sounds and music : John Hey (J H)

Additional software : George N. Petro

Hardware support : Sheridan Oursler, Pat Cox, Ray Macika, John Lowes, Cary Mednick

Stop motion models : Curt Chiarelli


* CAST :

Judge Dredd : Sal Divita

Junior Angel : Fink Angel

Pa Angel : Tim Coman (TJC)

Mean Angel : Mark Lofredo

Block Warrior : John Vogel (JVC)

Block Boss : Marty Martinez

Citizen : Cathy Simpson

Chief Judge McGrude : Dawn Peterson

$end

$info=jdredd,jdreddb,
$bio

Judge Dredd Arcade (c) 11/1997 Acclaim.


- TRIVIA -


The game was NOT based on the film at all - in fact it was begun long before programmers/designers knew about the film. During it's lifetime it went through three name changes (two being completely non-dredd related) before finally changing back into a Dredd based game!


- UPDATES -


REV. B :

* Build date : "12 :22 :24 Nov 26 1997"


REV. C :

* Build date : "12 :08 :44 Dec 17 1997"

$end

$info=tokij,
$bio

JuJu Densetsu (c) 19?? TAD.


- TRIVIA -


The title of this game translates from Japanese as 'Legend of Juju'.


This game is known outside Japan as "Toki".


- STAFF -


Staff : Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama


- PORTS -


* Consoles :

Sega Mega Drive

$end

$info=jumpbug,jumpbugb,
$bio

Jump Bug (c) 12/1981 Rock-ola.


- TRIVIA -


A bootleg of this game was released with SEGA copyright.

$end

$info=jumpcoas,
$bio

Jump Coaster (c) 1983 Kaneko.


- PORTS -


* Computers :

MSX (1984)

$end

$info=jumpkids,
$bio

Jump Kids (c) 1993 Comad.


- TRIVIA -


This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Data East's "Tumble Pop".


- STAFF -


Director : An Ks

Programmers : Ruy Jh, RA, Js, Park Ym

Designers : Kim Ju, Seo Hs, Lee Sg, Hwang Jw, Son Bw, Son Hw

Sound : Kwan Dy

Hardware : Kim My, Yoon Yj

$end

$info=jumping,
$bio

Jumping (c) 1989.


- TRIVIA -


This game is a bootleg of "Rainbow Islands - The Story of Bubble Bobble 2".


- UPDATES -


The main character has been redrawn, as well as the rainbow, the title screen and several other things. Music is the same but tune is different.

$end

$info=jcross,
$bio

Jumping Cross (c) 1984 SNK.

$end

$info=jjack,
$bio

Jumping Jack (c) 01/1984 Universal.

$end

$info=jumppop,
$bio

Jumping Pop (c) 2001 ESD.

$end

$info=junglhbr,jungleh,
$bio

Jungle Hunt (c) 10/1982 Taito.

Game ID : KN


In Jungle Hunt you play a nerdy looking professor type with a safari hat). Jungle Hunt has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that.

* The first level may have been the best level in the game. You use your jump button to move from right to left across a series of swinging ropes, while avoiding the monkeys that can send you falling to the ground. This level is easy to master, but you do have to time your jumps to make it to the next vine.

* The second level is a swimming sequence. You move your explorer around in the crocodile infested water. You have a breath meter here that you must watch to avoid drowning (simply swim up to the surface to get more air). You can stab the crocodiles with your knife, but only when their mouths are not all the way open.

* The third level is a rock jumping sequence. Simply use your joystick and jump button to leap over rolling boulders as you climb a hill on the way to your eventual goal.

* The fourth and final level has you guiding your explorer through a native village. You have to jump the villagers while their spears are down, and eventually make your way towards the un-named girl who is being lowered into a pot to be boiled for supper.


You then get to view a short 'I Love You' ending, and then the game begins again with increased difficulty.


- TRIVIA -


It was the first 'side-scrolling, jumping & attacking game', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.".


The original Japanese game known as "Jungle King" features a character who looked like the well known and very much copyrighted Tarzan. The character even sounded like Tarzan when he bellowed out the famous Tarzan scream after finishing the boulder stage (and at the beginning of the game). So, for legal reasons, the name was changed to 'Jungle Hunt' and the character was changed to resemble a classic jungle explorer complete with the standard issue safari hat and shorts. The bellowed scream at the end of the boulder stage was also entirely removed.


Jungle Hunt used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle Hunt machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle Hunt' logo, surrounded by a couple of green lines (this was produced very quickly, and cannot compare to the Jungle King marquee). The monitor bezel was decorated with a green design, while the control panel overlay also had a few green line graphics. All in all this machine was not nearly as attractive as the "Jungle King" one was, probably due to the fact that Taito rushed this one out the door in a few weeks.


This title used six (count em, six), processors. It used a pair of Z80s to run the main program data (one at 4 Mhz and one at 3Mhz). While it used four AY-8910 processors to do audio chores (all of them running at 1.5 Mhz). The program code was stored on 21 EPROM chips, each having 4K of storage.


A reworked version of this game is known as "Pirate Pete".


A Jungle Hunt unit appears in the 1983 movie 'WarGames'.


MB (Milton Bradley) released a boardgame based on this videogame (same name) in 1983.


- UPDATES -


In Jungle Hunt :

* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell.

* The life-lines he swings on between the trees in the forest are ropes instead of vines.

* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character.


- PORTS -


* Consoles :

Atari 2600 (1982)

Colecovision (1983)

Atari 5200 (1983)


* Computers :

Atari 800 (1982)

Commodore VIC20 (1984)

Commodore C64

Apple II

$end

$info=junglek,junglkj2,
$bio

Jungle King (c) 08/1982 Taito.

Game ID : KN


Jungle King has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that.

* The first level may have been the best level in the game. You use your jump button to move from right to left across a series of swinging ropes, while avoiding the monkeys that can send you falling to the ground. This level is easy to master, but you do have to time your jumps to make it to the next vine.

* The second level is a swimming sequence. You move Tarzan around in the crocodile infested water. You have a breath meter here that you must watch to avoid drowning (simply swim up to the surface to get more air). You can stab the crocodiles with your knife, but only when their mouths are not all the way open.

* The third level is a rock jumping sequence. Simply use your joystick and jump button to leap over rolling boulders as you climb a hill on the way to your eventual goal.

* The fourth and final level has you guiding your intrepid hero through a native village. You have to jump the villagers while their spears are down, and eventually make your way towards Jane who is being lowered into a pot to be boiled for supper.


You then get to view a short 'I Love You' ending, and then the game begins again with increased difficulty.


- TRIVIA -


It was the first 'side-scrolling, jumping & attacking game', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.". This was also the first video game ever to feature Tarzan as a playable character. But, Taito never bothered to get permission from the estate of Edgar Rice Burroughs, so they were sued for copyright infringement for using Tarzan's likeness. So this title quickly went out of production, and is rather rare today. They later reworked the graphics and released this game as "Jungle Hunt".


Jungle King used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle King machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle King' logo, with Tarzan to the left of it, and a (rather slutty looking), blond woman tied to a tree on the right hand side. Jungle greenery filled the rest of the marquee's surface area. The monitor bezel was decorated with a red and orange design, while the control panel overlay had a cartoony jungle scene on it.


This title used six (count em, six), processors. It used a pair of Z80s to run the main program data (one at 4 Mhz and one at 3Mhz). While it used four AY-8910 processors to do audio chores (all of them running at 1.5 Mhz). The program code was stored on 21 EPROM chips, each having 4K of storage.


A reworked version of this game is known as "Pirate Pete".


A Jungle King unit appears in the 1983 movie 'Joysticks'.


- UPDATES -


In "Jungle Hunt" :

* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell.

* The life-lines he swings on between the trees in the forest are ropes instead of vines.

* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character.

$end

$info=jungler,junglers,
$bio

Jungler (c) 12/1981 Konami.

Game ID : GX327


- TRIVIA -


Also licensed to Stern for US manufacture and distribution (03/1982).


- PORTS -


* Consoles :

Emerson Arcadia (1982)


* Computers :

Commodore VC20 ("Serpentine")


* Others :

VFD handheld game (19??) released by Gakken.

$end

$info=junofrst,junofstg,
$bio

Juno First (c) 07/1983 Konami.

Game ID : GX310


- TRIVIA -


Also licensed to Gottlieb (09/1983, Game ID : GV-122).


- PORTS -


* Computers :

MSX (1983)

Commodore C64 (1984)

$end

$info=jpark,
$bio

Jurassic Park (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.


- SERIES -


1. Jurassic Park (1994)

2. The Lost World - Jurassic Park (1997)

3. Jurassic Park III (2001)


- STAFF -


Directors : Juro Watari, Kenji Kanno

Programmers : Takeshi Goden, Toshikazu Goi, Kenji Yamamoto, Mari Tsuruzoe, Hideshi Kawatake, Akira Ohe

Graphic designers : kyoshi Ieizumi, Megumi Matsuda, Nahoko Naruke, Kenji Arai, Seiichi Yamagata, Jun Uriu, Shinichi Nakagawa

Sound : Saeko Sasaki, Maki Morrow

Mechanical designers : Yasuo Ishikawa, Masayoshi Yamada

Electrical designers : Hiroki Koyama, Tomoyuki Goto

Industrial designers : Kimio Tsuda, Hiroyuki Yoshimi

$end

$info=jyuohki,jyuo8571,
$bio

Juuohki (c) 1988 Sega.


Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Beast King Account'.


This game is known outside Japan as "Altered Beast".


This game runs on the Sega System 16B hardware.


Juuohki was moderately successful, the player's ability to transform into different creatures being a big draw.


Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game ('Alex' and 'Stella' stones).


The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game on (G.S.M. SEGA 1 - D28B0002) 07/07/1988.


- STAFF -


Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Uch., Hkr., Has., Hag.


- PORTS -


* Consoles :

NEC PC Engine (1988)

Nintendo Famicom (1990)

$end

$info=kageki,kagekij,
$bio

Kageki (c) 04/1988 Taito.

Game ID : B35


A rather silly one-on-one beat-'em-up style affair against various gang members.


- TRIVIA -


The title of this game translates from Japanese as 'Extreme'.


This game runs on "The New Zealand Story" hardware.


Licensed to Romstar for US manufacture and distribution (03/1988).


- STAFF -


Game designer / Director : Hiroshi Kaneko

Production supervisor : H. Kikuchi

Project leader : K. Oikawa

Project sub leader : Hiromi Mikami

Programmers : K. Oikawa, H. Saigusa, N. Narita, T. Katoh

Graphic supervisor : M. Oikawa

Graphic designers : T. Tajima, Kazuhiro Fujimoto, K. Matsuoka, A. Funatsu, A. Kuratani, T. Okimoto, K. Awato, M. Ichikawa

Sound supervisor : Tatsuya Watanabe

Sound editer : S. Aizu

Hard designer : H. Nagayoshi

Rom editers : T. Hamada, H. Hamada, S. Igarashi, Y. Yamauchi


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=yanchamr,
$bio

Kaiketsu Yanchamaru (c) 1987 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Wonder Boy Yanchamaru'.


This game is known outside Japan as "Kid Niki - Radical Ninja".


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- UPDATES -


In "Kid Niki - Radical Ninja", Kid Niki has spiky hair and a little rat tail. In Kaiketsu Yanchamaru, Kid Niki has a more traditional Japanese haircut.


- SERIES -


1. Kaiketsu Yanchamaru (1987)

2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom)

3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)


- PORTS -


* Consoles :

Nintendo Game Boy (19??, "Gensou Yanchamaru")

$end

$info=kaiserkn,kaiserkj,
$bio

Kaiser Knuckle (c) 07/1994 Taito.

Game ID : D84


Nine selectable characters and three end bosses do battle amidst well-done parallax scrolling backgrounds that can be decimated by special moves!


- TRIVIA -


This game is known in US as "Global Champion".


An updated prototype of this game is known as "Dan-Ku-Ga".


This game runs on the Taito F3 System hardware.


- STAFF -


Image illustrator : Nobuteru Yuki

Project leader : Takeshi Kobori

Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki

Main character designers : Yuji Sakamoto, Takeshi Kobori

Character designers : Hiroto Niizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida

Assistants : Peacock, Production IG, VAP

Main programmmer : Hiroshi Aoki

Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama

Music composer : Yasuhisa Watanabe (Zuntata)

Sound effect designers : Katsuhisa Ishikawa (Zuntata)

Recording engineers : Munehiro Nakanishi (Zuntata)

System engineers : Katsumi Kaneoka, Hironobu Suzuki

Designers : Kumi Mizobe, Takeshi Kobori

Mechanic engineer : Koichi Otsu


* CAST :

Kazuya : Kazuki Yao

Barts : Ryutaro Okiayu

Lihua : Saeko Shimazu

Liza : Aya Hisakawa

Gekkou : Hideo Ishikawa

J-McCoy : Kazunari Tanaka

Wulong : Yasushi Horibata

Marco : Ichiro Otowa

Boggy : Andrew Holms

Gonzales : Hisao Egawa

Azteca : Ryu Kuzu

General : Steve Yamashita

Narrator : Randy Sexton

$end

$info=kaiteids,
$bio

Kaitei Daisensou (c) 1993 Irem.


Take control of an attack sub & stand your ground against a powerful enemy army in this excellent shooter by Irem. Features excellent graphics & sound, unique weapons such as depth charges & anti-air missiles and a nice challenge. Try it!


- TRIVIA -


The title of this game translates from Japanese as 'Great Underwater War'.


This game is known in US as "In The Hunt".


This game runs on the Irem M-92E system hardware.


- STAFF -


Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi

Programmers : Nobu, Wanderer

Sound creator : Ai Ai

Publicity staff : Sakomizu

Planner : Tobi_Nag

Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=kaitei,kaiteik,
$bio

Kaitei Takara Sagashi (c) 1980 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Underwater Treasure Hunting'.


K'K-Tokki originaly developped this game (as prototype) and sold it to Namco, where it was completely rewritten.

$end

$info=kamikaze,
$bio

Kamikaze (c) 1980 Leijac.


Controlled with three buttons.


- TRIVIA -


This game is also known as "Astro Invader" (Stern).


- PORTS -


* Computers :

VTech Laser-VZ

$end

$info=kamikcab,
$bio

Kamikaze Cabbie. (c) 1984 Data East.


- STAFF -


Planning by : K. Suzuki, H. Nagai

Software by : M. Noguchi, H. Matsuura

Hardware by : K. Hoshino, K. Nishikawa

$end

$info=kanatuen,
$bio

Kanazuen no Onna (c) 09/1988 Panac.


A mahjong game with lots of shirtless girls.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Women of Kanazuen'.


The title refers to the Kanazuen, Gifu soapland scene. A 'soapland' is basically a bathhouse where one pays to be bathed by women and is associated with prostitution.

$end

$info=kangaroo,kangaroa,kangarob,
$bio

Kangaroo (c) 06/1982 Sun Electronics.


- TRIVIA -


Also licensed to Atari (07/1982, Game ID : 136008). Approximately 9,800 units were produced by Atari.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)


* Computers :

Atari 800 (1983)

$end

$info=kaos,
$bio

Kaos (c) 12/1981 GamePlan.


A vertical maze game featuring a little man chasing dollars.


- TRIVIA -


Kaos is making its first appearance at the AMOA Show. It is GamePlan's first design in the video field and everything from hardware to software has been created by GamePlan.

$end

$info=introdon,
$bio

Karaoke Quiz Intro Don Don! (c) 1996 Sunsoft.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).

$end

$info=karatblz,karatblu,
$bio

Karate Blazers (c) 1991 Video System.


Four skilled warriors with incredible rapid punches fight to rid their city of the pesky gang members, including the trademark charging fat men!


- STAFF -


Game designer : N. Yorichika

Programmers : Good Townsman, Moo Yagiyama2, Willful Rabbit

Visual designers : N. Yorichika, Shoko Ishimoto, Y. Funada, T. Nishigaki, Hikihara, T. Akamatsu, K. Yamamotoya, H. Motono, H. Hino, Hyoue Ogawa, Akira, Takashi Itoh

Sound designers : Kenji Okuda, Naoki Itamura, Suda Akira

$end

$info=kchamp,kchampvs,
$bio

Karate Champ (c) 09/1984 Data East.


Classic classic classic karate tournament game controlled with dual joysticks.


- TRIVIA -


The US Vs version (2p) was shipped one month later (10/1984). This version of the game can be seen in the film 'Bloodsport' (1988).

This game is known in Japan as "Karate Dou", the Vs version is known in Japan as "Taisen Karate Dou - Seishun Bishoujo Hen".


- PORTS -


* Consoles :

Nintendo Famicom (1986)


* Computers :

Commodore C64 (1985)

Commodore Amiga (1987)

$end

$info=karatedo,
$bio

Karate Dou (c) 09/1984 Data East.


Classic classic classic karate tournament game controlled with dual joysticks.


- TRIVIA -


The title of this game translates from Japanese as 'The Way of Karate'.


This game is known outside Japan as "Karate Champ".


- UPDATES -


This version has some differences :

* It has a different storyline : you would fight your way through tournaments at various levels and finally end up at the nationals.

* Japanese voices are used.

* The bonus stages are different : kicking a vase, kicking apples out of another man's hands and off his head and jumping up and kicking a tall post.

$end

$info=karianx,
$bio

Karian Cross (c) 04/1997 Deniam.


- TRIVIA -


This game runs on the Deniam-16b hardware.


- STAFF -


Director : HanWoo Kim

Game designer : ChangKyun Roh

Game programmer : Hermit, Khan

Sound programmer : Kwanny

Visual character designer : Deesis

Character item designer : Won

BG and sprite designer : Dongo

Music & Sound : Temp

Voice dubbing : PilJin Kim, HyunJeoung Um, MinSeong Kim, Sinki Kim

H/W designer : MinHong Park

Management : SangChul Lee

$end

$info=karnov,karnovj,
$bio

Karnov (c) 01/1987 Data East.


'Fire' Spit your fireball as Karnov in this horizontal side scrolling action game.

Controlled with a 4-way joystick and three buttons.


- TRIVIA -


The main character became the famous Data East icon and you can see his fat face in many others games of the manufacturer.


Karnov's full name is 'Jinborov Karnovski'.


Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- UPDATES -


The US version has :

* More enemies.

* The ostrich in level 1.

* The red serpents.

* This version hurries you along if you dawdle by dropping invincible plants that fire at you and red serpents when you put up your ladder - this doesn't happen in the Japanese version.

* When you use Boomerang or Flame, after it is used up you return to your original triple fire (in Japanese version, you go back to base single fire).

* Some of the placements are different for the random items.


- PORTS -


* Consoles :

Nintendo Famicom (1987)


* Computers :

Amstrad CPC (1988)

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)


* Others :

LCD handheld game (1989) released by Tiger Electronics : features 9 levels..

$end

$info=karnovr,
$bio

Karnov's Revenge (c) 03/1994 Data East.

Game ID : 0066


Standard fighter with 13 selectable characters and a really cool end boss!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan and Europe as "Fighter's History Dynamite".


This game runs on the SNK Neo-Geo MVS hardware.


Karnov, of "Karnov", appears as a selectable character! "Chelnov The Atomic Runner" appears as the end boss!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994.


- SERIES -


1. Fighter's History (1993)

2. Karnov's Revenge (1994)

3. Fighter's History - Mizoguchi Kiki Ippatsu (1995, Nintendo Super Famicom)


- STAFF -


Project leader : Min


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=kengo,
$bio

Ken-Go (c) 1991 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Master Fencer'.


This game runs on the Irem M-72 system hardware.


- STAFF -


From highscore table : Hiroron, Miekun, Sakotan, Kimichan, Kazukun, Nanao Corp, ORS, Yoriko, Okami, X Chan

$end

$info=kicknrun,
$bio

Kick and Run (c) 11/1986 Taito.

Game ID : A87


- TRIVIA -


A bootleg of this game is known as "Mexico 86".

$end

$info=kickgoal,
$bio

Kick Goal (c) 1995 TCH.

$end

$info=kick,kicka,
$bio

Kick Man (c) 12/1981 Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 1 hardware.


Kick Man was planned as a sequel to "Pac-Man", but didn't catch on to anywhere near the same degree. The game was actually first developed back in 1978 as a black and white game entitled 'Catch 40'. Midway never actually got around to releasing 'Catch 40', so they reworked it in color and released it as 'Kick'. Then they turned around a few months later and and re-released the game as 'Kick Man'. 'Kick' and 'Kick Man' are essentially the exact same game. The only difference is in the title screen.


Kick Man was available in three different dedicated cabinets, an upright, a cocktail, and a cabaret (or mini). The only physical difference between 'Kick' and 'Kick Man' machines is the name on the marquee, otherwise they are identical.


The upright machine had yellow and orange painted sideart of a guy on a unicycle kicking balloons up onto his spiked helmet. The guy on the sideart looks more like an athlete than a clown, and doesn't resemble the game character at all. The marquee has an orange logo superimposed over a city skyline. Moving downward the game has an attractive monitor bezel that extends the background graphics that are already in the game. The control panel features a large black trackball, and a pair of huge 'Kick' buttons that light up when the machine is turned on.


The cabaret (or Mini-Myte as the promotional material calls it) was in a smaller brown cabinet with no sideart or marquee. It had slighly smaller yellow buttons, and the game's name was advertised directly below the control panel. There were no other decorations on the machine.


The cocktail version of this game came in the ever popular Midway cocktail table, which was the same one used for "Pac-Man", "Galaga", and many others. The only decoration was the title of the game which was silk screened under the glass. You will probably never see one of the cocktail versions anyway. In the last few years it seems that almost all Midway cocktails seem to have been converted to "Ms. Pac-Man" or "Galaga" (probably because that is a very profitable conversion to make).


A Kick Man unit appears in the 1982 movie 'Jekyll & Hyde... Together Again' and in the 1982 movie 'Fast Times at Ridgemont High'.


- STAFF -


Designed and programmed by : John Pasierb


- PORTS -


* Computers :

Commodore C64

$end

$info=kickoff,
$bio

Kick Off - Jaleco Cup (c) 06/1988 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-A system hardware

$end

$info=kickridr,
$bio

Kick Rider (c) 1984 Universal.

$end

$info=kikstart,
$bio

Kick Start Wheelie King (c) 1984 Taito.

Game ID : A20


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=kicker,
$bio

Kicker (c) 04/1985 Konami.

Game ID : GX477


- TRIVIA -


This game is also known as "Shao-Lin's Road".

$end

$info=kidniki,
$bio

Kid Niki - Radical Ninja (c) 12/1986 Irem.


- TRIVIA -


Licensed to Data East for US manufacture and distribution.

This game is known in Japan as "Kaiketsu Yanchamaru".


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- UPDATES -


In Kid Niki - Radical Ninja, Kid Niki has spiky hair and a little rat tail. In the Japanese version ("Kaiketsu Yanchamaru"), Kid Niki has a more traditional Japanese haircut.


- SERIES -


1. Kid Niki - Radical Ninja (1986)

2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom)

3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Nintendo Game Boy


* Computers :

Commodore C64 (1987)

$end

$info=horekid,horekidb,
$bio

Kid no Hore Hore Daisakusen (c) 1987 Nichibutsu.


- TRIVIA -


The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation'


This game is known outside Japan as "Booby Kids".


- STAFF -


Sound composers : Kenji Yoshida, Hiroshi Funaba


- PORTS -


* Consoles :

NEC PC Engine (1990, "Cratermaze")

Nintendo Game Boy ("Booby Boys")

$end

$info=sdgndmps,
$bio

Kidou Senshi SD Gundam - Psycho Salamander no Kyoui oh (c) 1991 Banpresto / Bandai.


- TRIVIA -


The title of this game translates from Japanese as "Mobile Suit Super Deformed Gundam - Menace of Psycho Salamander".


- STAFF -


Producers : K. Kawaguchi, Toshifumi Kawashima

Main programmer : Big Common

Sub programmer : Merkava Mk II

Graphic designers : J.F. Sebastian, Muten Roshi

Sound programmer : King Bee

Art directors : Senba Takatsuna, Ohno Wepokichi

$end

$info=kikaioh,
$bio

Kikaioh (c) 09/1998 Capcom.


- TRIVIA -


This game is known outside Japan as "Tech Romancer".


This game runs on the Sony ZN-2 hardware.


- STAFF -


Original concept by : Shoji Kawamori

Mechanical design : Shoji Kawamori, Kazutaka Miyatake

Design director : Shida Eiji

Initial character design : Naoki Fukuda

Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto

Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto

CG Movie : Koichi Takeda

Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki

Music : Yuki Iwai

Sound effect : Takeshi Kitamura, Hiroshi Ohno

Planner : Eiichiro Sasaki, Ryozo Tsujimoto

In cooperation with Studio Nue.

Producer : Takashi Shono


- PORTS -


* Consoles :

Sega Dreamcast (2000)

$end

$info=mayumi,
$bio

Kiki-Ippatsu Mayumi-chan (c) 1988 Victory L.L.C.


A mahjong game with cheerleaders and a password feature.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mayumi-chan in the Nick of Time'.

$end

$info=kikikai,
$bio

KiKiKaiKai (c) 1986 Taito.

Game ID : A85


- TRIVIA -


The title of this game translates from Japanese as 'Strange Old Story of Mystery World'.


This game runs on the "Kick and Run" hardware.


The main character is actually a Shinto priestess (as is Miko from "Tengai"). Her main weapons are 'o-fuda', which are talismans that she shoots. She also has a purification rod that she uses to swipe at enemies up close.


- SERIES -


1. KiKiKaiKai (1986)

2. KikiKaiKai - Nazo no Kuro Manto (1992, Nintendo Super Famicom)

3. KikiKaiKai - Tukiyozoushi (1994, Nintendo Super Famicom)

4. KikiKaiKai Advance (2001, Nintendo Game Boy Advance)


- STAFF -


Music by : Hisayoshi Ogura


- PORTS -


* Consoles :

NEC PC Engine (1990)

Nintendo Famicom ("Kiki Kaikai - Dotouhen")

Nintendo Super Famicom (1992, "Kiki Kaikai - Dotouhen")

$end

$info=killcom,
$bio

Killer Comet (c) 10/1980 GamePlan.


- TRIVIA -


Licensed to Centuri.

$end

$info=kinst,kinst14,kinst13,kinstp,
$bio

Killer Instinct (c) 1994 Rare.


Ten pre-rendered characters engage in 1-on-1 battle featuring a new 2D CGI graphic style Nintendo was pushing that year with Donkey Kong Country on the Nintendo Super Famicom.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This is the first arcade game to use a hard disk drive for mass storage.


Graphically, it was considered by some to be the leader of its day. The entire game was pre-rendered using SGI computers (Silicon Graphics Incorporated) Additionally the backgrounds were pre-rendered as a "movie" which adjusted frames based on your location. Killer Instinct was the first game to feature the 'auto-combos'.


The character Sabrewulf appears as a bad guy in the game 'Sabre Wulf' from Rare (on the 80's home computer classic and in the Nintendo Game Boy Advance game).


"Cruis'n USA" and Killer Instinct were both released as public previews of the upcoming Nintendo Ultra 64 console (later renamed the Nintendo 64). Killer Instinct was the first released of the two games.

Killer Instinct was the first game to be ported to a home console, but not to the Nintendo 64 as intended, but to the Nintendo Super Famicom, when it was apparent that the Nintendo 64 was going to be majorly delayed. Only Cruis'n USA would actually appear on the Nintendo 64.


The Nintendo 64's hardware is totally different from both of the games' hardware (in fact, both games' hardware are also different from each other) and in many ways inferior, so neither game actually represented the Nintendo 64 console system that the games claim to.


Nintendo/Rare released a limited-edition soundtrack album for this game (Killer Cuts - 1948-1-1 HMG) on 1995. Besides being sold seperately, the soundtrack was bundled with the initial release of the Nintendo Super Famicom version of the game in limited quantity.


A Killer instinct unit appears in the 2002 movie 'Comic Book Villains'.


- UPDATES -


PROTOTYPE 1 :

* Software version : 4.7


REVISION 1 :

* Software version : 1.3


REVISION 2 :

* Software version : 1.4


REVISION 3 :

* Software version : 1.5d


- TIPS AND TRICKS -


* Play As Eyedol (on the 1.5d chip) : Select Cinder and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.


* Play As Boss : Press Up(x4), then Forward, Up, Down at the Combo Select Screen. Now push Quick Punch.


* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method.

Mountain Temple : (Up+LP)

Dungeon : (Up+MP)

Mountain Shrine : (Up+HP)

Castle Rofftop : (Up+LK)

City Rooftop in Chicago : (Up+MK)

Desert Rooftop : (Up+HK)

Canyon : (Down+LP)

Altar : (Down+MP)

Warehouse Basement : (Down+HP)

Chicago Alleyway : (Down+LK)

Castle : (Down+MK)

Industrial Warehouse : (Down+HK)

Desert Rooftop : (Down+Start)

Sky top : Player 1 (Down MK), Player 2 (Down+MK)

Boxing Gym : ???

Eydol's Lair : ???

Tiger Shrine : ???


* Turbo Mode : During the VS animation, hold Right and press 1+2+3. It must be done on both sides. You will hear a 'swoosh'. It makes the game go faster for one fight.


* Combo Breaker Mode : During the VS animation, hold Down and press Start. It must be done on both sides. You will hear 'Combo Breaker'. It makes Combo Breakers easier to do.


* High Scores Table : During the demo mode, press Up on the joysticks to view the high scores.


* Random Character Seclect : At the character select screen, Hold Up and press Start to play with a random character.


* Alternate Costumes : At the character select screen, press Up or Down on the joystick.


* Humiliation (Don't loose any energy bars during the battle) :

T.J COMBO : (Anywhere) Down(x3), LP.

JAGO : (Anywhere) Forward, Downforward, Down, Downback, Back, MK.

GLACIUS : (Anywhere) Forward(x2), Back, LK.

SPINAL : (Anywhere) Back, DownBack, Down, Downforward, Forward, HK.

ORCHID : (Anywhere) Forward, DownForward, Down, Downback, Back, HP.

CHIEF THUNDER : (Anywhere) Down(x3), Forward, LK.

FULGORE : (Anywhere) Back, DownBack, Down, Downforward, Forward, MK.

CINDER : (Anywhere) Back(x3), HK.

SABREWULF :  (Anywhere) Forward(x3), LP.

RIPTOR : (Anywhere) Down(x2), Forward(x2), HP.


* No Mercy - T.J COMBO :

1. (Close) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponents neck!

2. (Close) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.


* No Mercy - JAGO :

1. (About 1 person away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.

2. (Anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and medetates while his eyes are glowing. Then a car falls from the sky landing on his opponent.


* No Mercy - GLACIUS :

1. (About 2 persons away) Back, DownBack, Down, DownForward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.

2. (About 1 person away) Forward, DownForward, Down, DownBack, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.

3. (About 2 persons away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.


* No Mercy - SPINAL :

1. (Far) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him!

2. (Close) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield 3 times!


* No Mercy - ORCHID :

1. (About 1 person away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them!

2. (About 1 to 6 person away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).


* No Mercy - CHIEF THUNDER :

1. (Half screen distance) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.

2. (Close) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.


* No Mercy - FULGORE :

1. (About 2 persons away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.

2. (About 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.


* No Mercy - CINDER :

1. (About 2 persons away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.

2. (About 2 persons away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.


* No Mercy - SABREWULF :

1. (Close) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.

2. (About 1 person away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.




* No Mercy - RIPTOR :

1. (Close) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black.  Next you see him with a big belly burping and farting.

2. (Anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.

3. (About 2 persons away) Forward(x2), Back, HK - Ritor slashes you with his tail.


- SERIES -


1. Killer Instinct (1994)

2. Killer Instinct 2 (1994)


- STAFF -


* Game Development :

Head programmer : Mark Betteridge

Gameplay programmer : Chris Tilston

Technical programmer : Martin Hollis

3D programming : Robert Harrison

Character design and models : Kevin Bayliss

Background design and models : Chris Seavor, Tim Stamper

Additional graphics : Dave Child, Adrain Smith, Carl Tilley, Keri Gunn

Music and sound : Robin Beanland, Greame Norgate

Hardware design : Chris Stamper, Pete Cox

Character voices : Chris Sutherland, Dave Child, Ken Lobb, Dean Smith, Louise Stamper

Motion capture actors : Kevin Bayliss, Simon Farmer, Louise Stamper, Dean Smith

Motion capture set up : Chris Tilston, Kevin Bayliss, Simon Farmer

Game desin : Chris Tilston, Mark Betteridge, Kevin Bayliss

Additional Design : Ken Lobb


* Game Manufacture :

Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault

Hardware : Cary Mednick, Steve Norris, Pat Cox, John Lowes, Mike Lynch

Mechanical : Matt Davis, Ray Czajka

Sound : Matt Booty, Ed Keenan

Cabinet graphics : Nik Ehrlich


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Nintendo Game Boy (1995)

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$info=kinst2,kinst213,kinst211,kinst210,kinst2k,
$bio

Killer Instinct 2 (c) 1994 Rare.


Not as widely recieved as its predecessor, ten characters nevertheless rack up the combo hits for another go. Controlled with an 8-way joystick and six buttons.


- UPDATES -


REVISION 1 :

* Software version : 1.0


REVISION 2 :

* Software version : 1.1


REVISION 3 :

* Software version : 1.3


REVISION 4 :

* Software version : 1.4


- TIPS AND TRICKS -


* Play As Gargos : At the character selection screen, hold Up on the joystick, then press FP, MP, MK, FK, MP, QP, QK, MK.


* Random Select : At the character selection screen, hold Up on the joystick and press the Start button.


* Speed Codes : The following combinations should be held at the 'VS' screen to change the speed setting of the match.

Turbo speed - Down+MP or MK.

Ultra speed - Down+FP or FK.

Cancel speed code - Down+QP or QK.


* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method.

Up+LP - Sabrewulf stage.

Up+MP - Maya stage.

Up+HP - Glacius stage.

Up+LK - Tusk stage.

Up+MK - Fulgore stage.

Up+HK - Orchid stage.

Down+LP - Jago stage.

Down+MP - Gargos stage.

Down+HP - T.J. Combo stage.

Down+LK - Kim Wu stage.

Down+MK - Spinal stage.

Down+HK - Spinal stage.

Down+MK (both controllers) - Sky Platform.


* Alternate Costumes : At the character select screen, press Up or Down on the joystick.


* Fatality - FULGORE :

1. Laser sky destroy enemy : (Anywhere) Back, DownBack, Down, DownForward, Forward, Back, MP.

2. Robotech destroy enemy : (In Combo) Forward, Back, DownBack, Down, DownForward, Forward, MK.

3. Brulure au laser : (Ultra Combo : In Combo) Forward, Down, DownForward, LK.


- SERIES -


1. Killer Instinct (1994)

2. Killer Instinct 2 (1994)


- STAFF -


* Game Development :

Head programmer : Mark Betteridge

Gameplay programmer : Chris Tilston

Character design and models : Kevin Bayliss

Background design and models : Chris Seavor

Music and sound : Robin Beanland

3D background, frontend programmer : Robert Harrison

Artificial intelligence programmer : Tony Wong

Additional programming : Martin Mollis

Rendered sequences : Lee Musgrave

Additional graphics : Don Murphy, Philip Dunnie, Keri Gunn

Character voices : S. Yamashiro, M. Yamada, Luise Stamper, Chris Seavor, Isaac Marshall, Armond Williams, Adrian Smith, Keiko Tamura, Keri Gunn, Ken Lobb, Chris Sutherland

Vocals : Faye Newborough

Live guitar and trumpet : Grant Kirkmope

Chants and sound FX : The Lads

Motion capture Actors : Kevin Bayliss : Simon Farmer, Louise Stamper, Dean Smith, Jon Paul Jenkins

Quality assurance : Huw Ward, James Charlesworth, Gavin Hood, Ken Lobb, ISaac Marshall, Henry Sterchi, Armond Williams, Melvin 'Medium kick' Forest, Shane Lewis, Kyle Carlson, Joe Stamper, Darren Walker, Eddie Ferrier

Game design and game producers : Chris Tilston, Mark Betteridge, Kevin Bayliss

Additional design : Ken Lobb, James Charlesworth, Gavin Hood

Hardware design : Chris Stamper, Pete Cox


* Game Manufacture :

Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault

Hardware : Cary Mednick, Steve Correll, Pat Cox, Al Lasko, John Lowes, Mike Lynch

Mechanical : Ted Valavanis, Chris Bobrowski, Donna Conrad, Gail Jonkovski, Keith Novak, Tom Sedor

Cabinet graphics : Nik Ehrlich


- PORTS -


* Consoles :

Nintendo 64 ("Killer Instinct Gold")

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$info=killbld,
$bio

Killing Blade, The (c) 1998 IGS.

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$info=kingball,kingbalj,
$bio

King & Balloon (c) 06/1980 Namco.


- TRIVIA -


This game runs on the "Galaxians" hardware but has an extra Z80 processor to drive a DAC for speech. King & Balloon is the first game from Namco to feature voices.


- UPDATES -


The American and the Japanese version have different voices.


- PORTS -


* Consoles :

Sony PlayStation (1998, "Namco Museum Encore")


* Computers :

MSX

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$info=kingofb,
$bio

King of Boxer (c) 1985 Woodplace.


- TRIVIA -


This game is known in US as "Ring King".

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$info=kod,kodu,kodj,kodb,
$bio

The King of Dragons (c) 07/1991 Capcom.


Mythical warriors take up arms against the evil dragon, Gildiss and his hordes of protective monsters. Features a level-up system and the ability to switch characters at various points in the game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.


- UPDATES -


A list of features found only in the Japanese (08/1991) and US version (09/1991) :

* An attack for the Hydra where any of the heads jerk backwards and spit a fast glob at a sharp angle.

* A different sound effect is used when a character gains a level, enters a stage or is revived.

* A gold gauntlet treasure worth 800 EXP.

* A green lizard spearman and dark red lizard swordsman.

* A standing triple fireball attack for the Green Dragon.

* More difficult (more enemies).

* Not all fruit restores 16 health.

* The characters gain max HP at different levels.

* The first extra live is at 200k points instead of 100k.

* The order you get upgrades is reversed (armor followed by weaponry).


- STAFF -


Staff : Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

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$info=kof94,
$bio

The King of Fighters '94 (c) 08/1994 SNK.

Game ID : 0055


Twenty-four selectable characters in fixed teams of three clash to defeat Rugal Bernstein.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year.


At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK". When Guile fights Rugal that statue is shown and later destroyed by Guile.


About Kyo : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "The Art of Fighting," coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game.


About Benimaru : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned.


About Goro : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck.


About Terry : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today.


About Andy : Compared to Andy's original form ("Fatal Fury"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents.


About Joe : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today.


About Ryo : Ryo (as can be said of all characters from Art of Fighting) has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors.


About Robert : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his advesary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for.


About Takuma : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result.


About Yuri : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team.


About Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves.


About Ralf : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of &#65533;kari&#65533; or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent.


About Clark : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandana, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found.


About Athena : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!).


About Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has.


About Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men.


About Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version.


About King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed.


About Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today.


About Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception.


About Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design.


About Kim : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two.


About Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick.


About Choi Bounge : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy.


An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF.


About Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994.


- TIPS AND TRICKS -


* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.


* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's lifebar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :)


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Executive producer : Eikichi Kawasaki

Producer : Takashi Nishiyama

Chief director : M. Kuwasashi

Sub director : Tomita Haruo, Yosisi Hashimoto

System director : Toyochan

System editer : K-Mac-Nagashima

Graphic director : Mitsuo Kodama

Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa

Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki

Programmers : Shinchan-Gts, S. Fujinuki

Sound : Papaya, Bros. Hige, Pearl Sibakiti, Ackey


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Jun Hashimoto

Joe Higashi : Katsuhisa Namase

Athena Asamiya : Reiko Fukui

Sie Kensou : Eiji Yano

Chin Gentsai : Toshikazu Nishimura

Kyo Kusanagi : Masahiro Nonaka

Benimaru Nikaido : Monster Maetsuka

Goro Daimon : Masaki Usui

Heavy D! : Toshikazu Nishimura

Lucky Glauber : Key Inage

Brian Battler : Eiji Yano

Kim Kaphwan : Satoshi Hashimoto

Choi Bounce : Monster Maetsuka

Chang Koehan : Hiroyuki Arita

Heidern : Toshimitsu Arai

Ralf Jones : Monster Maetsuka

Clark Steel : Yoshinori Shima

Mai Shiranui : Akoya Sogi

King : Harumi Ikoma

Yuri Sakazaki : Kaori Horie

Ryo Sakazaki : Masaki Usui

Robert Garcia : Key Inage

Takuma Sakazaki : Eiji Tsuda


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)


- SOURCES -


The King of Fighters 10th Anniversary, http://www.kof10th.com

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$info=kof95,kof95a,
$bio

The King of Fighters '95 (c) 07/1995 SNK.

Game ID : 0084


Eight teams comprised of three characters each square off again to take out Rugal Bernstein.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The background for the Japan Team is, in fact, a real place.


Yuri's Chou Upper is very similar to Sakura's own Shou'ou Ken.


About Iori Yagami : Since the KOF '95 project began with the concept of introducing Iori as Kyo's rival, he became known as a character who was a member of a rival school of martial arts that had a connection to the Ancient Arts of the Kusanagi. He was also given the ability to use a different color of flames other than Kyo's (red flames), along with various other characteristics.When you think of Iori Yagami, his intense personality most likely comes to mind.His moves are unique, and his singular choice of hairstyle, wardrobe, and manner of speaking was certainly a personality that broke the mold for characters in fighting games at that time.During the initial location tests to determine the popularity of the game, Iori was the character who stood out most. His hair and his lines to provoke his opponents ('You think I'm scary, do you?') excited his fans to no end. What set him apart are his memorable lines: 'You cry! You scream! Then you die!', 'Think of me when you gaze at the moon', and a whole catalog of others too numerous to list here.


About Billy Kane : Along with Eiji, Billy appears as Iori's 'teammate' (ha, ha) in KOF'95. With the three rivals to the heroes coincidentally appearing on a single team, the name of the 'Rival Team' was decided upon as an afterthought. But since we couldn't wait for the rest of the world to get used to that concept and given the insanity of Iori, the team had to disband after their single appearance in KOF'95. As memory serves, the designers for this team were so motivated to create this team that their finished product was quite impressive. As a matter of fact, the voice actors worked like busy beavers to give the characters their lines. These characters were portrayed by Mr. Namase in '95, Mr. Yamanishi in '97, '98 and '02 and Seijiro in '03.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '95 - PCCB-00187) on 19/08/1995.


- TIPS AND TRICKS -


* Play As Rugal And Shaisyu Kusanagi : At the team edit screen, the 15 second counter, press and hold Start. While holding start, push Up+B, Right+C, Left+A and Down+D. The two bosses should then appear on either side of the counter and the counter should reset back to 15.


* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Executive producer : Eikichi Kawasaki

Producer : Takashi Nishiyama

Chief director : M. Kuwasashi

Sub director : Toyochan, Haruo Tomita, Namaan.Hiroto

System director : Toyochan

System editor : K. Mac. Nagashima

Front designers : Tatsuya Shinkai, Ru!Murakemi, C. Yamasaki, Goro.Hamada, Akihiko Nasu, Y. Hiraki, Ha Gi Ha Ra, H. Otani, M. Asakura, Yoshiko Ogata!, Jacky Sato, Toba, Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk

Back designers : Jetta, Hayashi K-34, Tsugumi, Sahori-E24, Eri Koujitani, Kusunoki-084, Souzi Takamori

Programmers : Shinchan-R32, S. Fujinuki, Cyber.Kondo

Sound-music : Papaya, Tate-Norio, Brother-Hige, Pearl Sibakiti, Ackey

Sound effects : Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan


* Voice Actors :

Kyo Kusanagi : Masahiro Nonaka

Benimaru Nikaido : Monster Maetsuka

Goro Daimon : Masaki Usui

Yuri Sakazaki : Kaori Horie

Mai Shiranui : Akoya Sogi

King : Harumi Ikoma

Iori Yagami : Kunihiko Yasui

Billy Kane : Katsuhisa Namase

Eiji Kisaragi : Yoshinori Shima

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Ryo Sakazaki : Masaki Usui

Robert Garcia : Key Inage

Takuma Sakazaki : Eiji Tsuda

Athena Asamiya : Moe Nagasaki

Sie Kensou : Eiji Yano

Chin Gentsai : Toshikazu Nishimura

Heidern : Toshimitsu Arai

Ralf Jones : Monster Maetsuka

Clark Steel : Yoshinori Shima


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

Sony PlayStation (1996)

Sega Saturn (1996)


- SOURCES -


KOF10th, http://www.kof10th.com

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$info=kof96,kof96h,
$bio

The King of Fighters '96 (c) 07/1996 SNK.

Game ID : 0214


The third chapter in this groundbreaking series brings 27 classic SNK characters together against Goenitz, the final boss.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


This is the first game to include special phrases and poses when two characters in particular fight. In this game, it happens only with Kyo Vs. Iori and Terry Vs. Geese.


Ryo Sakazaki's fighting stance changed from the regular 'dukes up' to try and distance him from being thought of as a Ryu ripoff. His basic moves, however, remained unchanged.


Yuri's Yuri Chou Mawashi Geri is a knock-off of Ryu's Tatsumaki Senpuu Kyaku.


If you look at the game code for this game, you would have seen more moves that were originally planned for this game, but never made the cut (for some characters, these moves debuted in later games).

Among those moves that were cut were Kyo's Saishuu Kessen Ougi 'Mu Shiki', Daimon's Arashi no Yama, Robert's Muei Senpuu Juudan Kyaku, Ralf's Umanori Vulcan Punch, Clark's Running Three, Geese's Deadly Rave and Choi's Hou'ou Kyaku.


Geese's music (Geese ni Katakori) is a remixed version of his Fatal Fury 1 theme music (Geese ni Kiss).

A remixed version of Big Shot! (originally Terry's theme music in Fatal Fury 3) was used as the Fatal Fury Team's music.


About Leona : Along with the extensive overhaul to the team lineup of KOF '96, Leona entered the series as a replacement for Heidern, leader of the Ikari Team. Introducing the plot element of Heidern's adopted daughter had been dreamed up by the game designers before the production of KOF '96, and the details surrounding her origins gradually came to include a crucial role as a descendant of the Orochi tribe. Designed with the ardent love of her designers, Leona's special moves are markedly unique compared to the other characters, and reveal the particular tastes of her designers.


About Mature : She used to be Rugal's secretary. For the chief game planner at the time, it seems that both she and Vice were given the image of the 'ruthless woman' and the 'cruel woman' respectively, but when they became actual characters things got a little hectic, and someone came up with, 'Rugal had a secretary, didn't he. Make it two and run with that'. So these two characters came into being (Talk about slacking off). Consequently, they received additional characteristics : they were actually spies sent to observe Rugal and the descendants of the Orochi 8ketsu Clan.


About Vice : If Mature was the 'ruthless woman', Vice was to be the 'cruel woman'. The official illustrations for Vice and Mature remain extremely popular, and we're glad we could supply our fans with these images that cannot be reduced to pixels. The period of development for KOF '96 dragged on right up to the time of its scheduled release. At the location test for this title, Mature and Vice were still not included in the game. It's not that they were hidden, but there wasn't enough time to insert them into this initial version (we can talk about this calmly now, but at the time...forget about it!).


About Geonitz : In spite of the fact of Goenitz's sole official appearance in '96, he continues to have a considerable following of fans to this day, making him one of KOF's most popular characters. With strength that surpasses Rugal, the boss character of '94 and '95, the episode of the young Goenitz taking out the eye of Rugal was added to the game's story. Rugal, in turn, relieved Heidern of one of his eyes, which makes us think that SNK sure seems to have a lot of one-eyed characters, witness Gilbert, Jubei Yagyu, and Ramon. If you look carefully at the Goenitz the designer drew at the time (with a little help), you'll notice the shiver-inducing moment in which Goenitz appears to have six fingers.


About Geese Howard : The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really...


About Wolfgang Krauser : In KOF '96 the Boss Team was formed! And with that, Krauser entered the tournament, teaming up with his half brother Geese... but at the time, in terms of memory limitations and the KOF system of that time, it was a tough environment to faithfully depict the Krauser of Fatal Fury. Developers still cringe remembering the numerous criticisms, big and small, regarding the Fatal Fury Team's treatment. KOF '96 saw the debut of Krauser as a player character, but in the ending sequence he did make a cameo in KOF '94.


About Mr. BIG : For a variety of reasons, the Krauser of KOF got a bad rap, but BIG received favorable reviews from the fans. BIG is an austere villain brimming over with adult appeal-that's the character of Mr. BIG. The behavior of the women who hang with him also is based on a certain video the designers of the time often watched. The woman mutters, "He's bad", but just what does that actually mean? The truth remains a deep mystery. During the development stage, a positive slide for his Super Special Moves included one labeled "Spinning Stick Thrust, Kind of Like an Anti-Air Assault". We'd like to think that the move wasn't scrapped because of the vagueness of its name, but it's too bad the general public never got to see it. It rocks!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '96 - PCCB-00223) on 21/08/1996.


- TIPS AND TRICKS -


* Alternate Costume Colors : Press D when selecting a fighter on the character selection screen.


* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Producer : Takashi Nishiyama

Chief director : Kuwayan

System director : Toyochan

Sub director : Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa

System editor : K -Mac- Nagashima

Front designers : Tatsuru-Man, C. Yamasaki, Goro Hamada, Akihiko Nasu, Kyow!Iori?Hiraki, Hagihara Shagiko, Naisyo...., M- Asakura, Joe-Terry Sato, Toba, ....., Miho Uematsu, Akiko Yukawa, S. Yamamoto, Kal Mizuno, Mitsuru Kawasaki, Kohrin, (Mika) Nisida, I-NO-U-E, 44OKA, Aska Tahara

Back designers : Etosan, Manoru, Bibidebabidebu, Tsugumi.A, Eri Koujitani, [214 KUSU], Souji Takamori, M. Yokoyama, Raishi

Programmers : Shinchan-R32, S. Fujinuki, Cyber-Kondo

Sound : SHA-V, Konny, Papaya, Shimizm, Yamapy-1, Tate-Norio, Brother-Hige, Ackey, Miwa


* Voice Actors :

Kyo Kusanagi : Masahiro Nonaka

Benimaru Nikaido : Monster Maetsuka

Goro Daimon : Masaki Usui

Mai Shiranui : Akoya Sogi

King : Harumi Ikoma

Kasumi Todoh : Masae Yumi

Iori Yagami : Kunihiko Yasui

Vice : Masae Yumi

Mature : Hiroko Tsuji

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Ryo Sakazaki : Masaki Usui

Robert Garcia : Mantaro Koichi

Yuri Sakazaki : Kaori Horie

Athena Asamiya : Tamao Satou

Sie Kensou : Eiji Yano

Chin Gentsai : Toshikazu Nishimura

Leona : Masae Yumi

Ralf Jones : Monster Maetsuka

Clark Steel : Yoshinori Shima

Kim Kaphwan : Satoshi Hashimoto

Choi Bounce : Monster Maetsuka

Chang Koehan : Hiroyuki Arita

Geese Howard : Kong Kuwata

Mr. Big : Masaru Naka

Wolfgang Krauser : B. J. Love

Chizuru Kagura : Akiko Saitou

Goenitz : Yoshinori Shima


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

Sega Saturn (1996)

Nintendo Game Boy (1997)

Sony PlayStation (1997)


- SOURCES -


KOF10th, http://www.kof10th.com

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$info=kof97,kof97a,
$bio

The King of Fighters '97 (c) 07/1997 SNK.

Game ID : 0232


Nine teams of three and two solo entries pump the number of selectable characters up to 29 in a battle to defeat the evil Orochi and those infected with his blood.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


A hack of this game is known as "The King of Fighters '97 Plus" and allows you to play evil versions of Leona, Iori and the Orochi team plus Orochi himself.


This game runs on the SNK Neo-Geo MVS hardware.


Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Hien Rekkou' is a knock off of Ken's Shoryuu Reppa.


Roddy and Cathy from "Top Hunters" appear in the Kowloon background at the extreme left.

Other characters appearing in the Kowloon stage are : Roddy Birts and Lenny Creston from "Art of Fighting 3".

The American Sports team from "The King of Fighter 94".

Lee Pai Long, Tung Fu Rue and Jubei Yamada from "Art of Fighting" and "Fatal Fury Special" and King's Waitresses with Rugal's panther.


The Terry's theme music was originally from "Real Bout Fatal Fury Special".

The Ryuji Yamazaki and Mary's Blues theme music was originally from "Real Bout Fatal Fury Special".

The Athena Asamiya thene music come from "Psycho Soldier".


The name of the three characters instrumental in the defeat of Orochi have some relation to the original legend :

1) Kyo Kusanagi : The Kusanagi is the name of the sword that was used to kill the Great Serpent.

2) Iori Yagami : One of his moves, the Ya Sakazuki, means 'eight wine cups', which were needed to get the Great Serpent drunk.

3) Chizuru Kagura : She was the last surviving member of the Yata clan and the mirror used to seal Orochi away was a homage to the mirror in the legend (in the legend, it was a mirror created by the Great Serpent's tears).


About Ryuji Yamazaki : To bring the story that had grown too large and out of control back on track, the members of the Orochi 8ketsu Clan were teamed up in '97. By doing this, the dev. team thought, the story would reach its conclusion for the time being... but among the three new faces including Leona's father Gaidell, the dev. team lacked one more member for the 8ketsu. What should we do?... And along came Ryuji Yamazaki to bail us out of our predicament. A snake charmer that even looked like a snake, he became a popular villain. He once humbled himself, joined up with the Fatal Fury team, and blended into the world of KOF more than we had predicted. The game planner at that time really knocked himself out to provide new moves for Yamazaki. Idea after idea got a short trip to the circular file (Attract opponent after Snake Charmer move; Seven Serpent Dagger Throw, etc.), and those failures led to successful moves like the Sand Sweeper.


About Blue Mary : Receiving the strong support of fans in a magazine's popularity poll, Blue Mary made her name known to the public, appearing in KOF from '97. Losing to Blue Mary in the popularity contest, as a matter of fact, was Duck King. This popularity contest truly decided the fate of these two. From '97 to '03, Mary became a regular to the series for the staff. Duck, on the other hand, hit the skids, and he was relegated to cameos at the side of screens, in backgrounds, or as a Striker character. Doesn't this fleeting episode make you think about the impermanence of everything? Since the designer in charge of Mary preferred her outfit in "Fatal Fury 3", she's kept that look until now. It seems to have worked.


About Yashiro Nanakase : Yashiro's team was created to offset the remaining top three characters. With the combination of their use of three elements-Kyo and Chris representing fire, Benimaru and Shermie signifying lightning, and Daimon and Yashiro standing in for the earth-the concept for Yashiro and his cohorts as rivals to the series' heroes was further emphasized. It also explains the battle of hairstyles (and bands, too) between Yashiro and Iori. In consideration to events going on in the world today, designers have expiated some of Yashiro's more wicked ending lines-such as, "Execution, accomplished."-and tossed them into the dustbin of game history. Incidentally, some of the production codes for his Super Special Move commands consisted of moves like the '260 Million Slams'. Some of his dumped moves included 'Human Surfing'.


About Shermie : Shermie is a glamorous girl who works as a fashion designer and plays in a band as a hobby. But in fact she is one of the four Orochi leaders who's adept at body slams. Come to think of it, she's quite an enigmatic character. The material for Shermie the 'Raging Lightning Flash' comes from L the Third. And even more trivia : the character of Yashiro comes from Bl.. G... Xa..gle and the character of Chris is derived from A.T. V...ms. The design for Shermie was easily decided on. Given her long bangs that will absolutely never reveal her eyes, she was called Tesse from Wakuwaku 7 at one time. Her hidden eyes burn with a homicidal glare it is said, but there's no material that reveals what her face actually looks like.


About Chris : Chris can kill with an innocent smile on his face-kind of a creepy personality trait, come to think of it (but he looks so cute, doesn't he?). To pull things together and bring the story concerning the leaders of the Orochi and the 8-ketsu clan to its climax once and for all in '97, a lot of story elements were forced onto Chris who became the vessel fort the Orochi (this actually began from the early stages of production). And there's a story behind Chris's Super Special Move line, 'Ripping the chrysalis, the butterfly flutters'.


About Orochi : At first, designers planned a rather extreme setting in which a buck-naked Chris battled with a glowing energy ball, but for better or worse went with the current design (A survey of the designers garnered a mere two votes for the design for a buck-naked Chris). Incidentally, his design codename was 'Chief'. A lot of people were against the name 'Orochi', too, but these days it has become a firmly established proper noun in gaming lingo.


- TIPS AND TRICKS -


* Play As KOF94 Style Kyo Kusanagi : Highlight Kyo, hold START and press any button.


* Play As Orochi Iori : At the character select screen, highlight Iori, then hold Start and press Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C.


* Play As Orochi Leona : At the character select screen, highlight Leona, then hold Start and press Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D.


* Play As Orochi New Team : Enter the Orochi Leona code, then return to the character section screen, hold Start and press Up, Left, Down, Right, Up, Down, B+C.


* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.


* Preview Power Ase : Hold Start while choosing your fighter order and a face will appear over each person. If the face is neutral, your power will get passed on. If the face is smiling, your power will get passed on, with one additional one. If the face is angry, you will lose your power.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Producer : Takashi Nishiyama

Chief director : Toyohisa Tanabe

Sub director : Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. "Yanya" Hikida

System editor : K -Mac- Nagashima

Front designers : 8Shiro-7Kase, C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, M. Asakura, Miho Uematsu, Akiko Yukawa, S. Yamamoto, Misuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara

Back designers : Sahori, Pal Co., Ltd., Manoru, Kusunoki, Takamori Souzi, K, M.Yokoyama, Raishi, Kanamaru

Special effects : T Shin, Nishida Mika, Isomura, -------M--------, Kohrin

Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino

Sound : SHA-V, Shimizm, Jojouha-Kitapy, Yamapy-1, Tate-Norio, Ackey, Kyo-Chan, Zoe, Marimo

Adjusters : Kiyoshi Asai, Tubolin-Sawa, NWO-Melon

Bug checkers : Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan


* Voice Actors :

Kyo Kusanagi : Masahiro Nonaka

Benimaru Nikaido : Monster Maetsuka

Goro Daimon : Masaki Usui

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Ryo Sakazaki : Masaki Usui

Robert Garcia : Mantaro Koichi

Yuri Sakazaki : Kaori Horie

Leona : Masae Yumi

Ralf Jones : Monster Maetsuka

Clark Steel : Yoshinori Shima

Athena Asamiya : Yukina Kurisu

Sie Kensou : Eiji Yano

Chin Gentsai : Toshikazu Nishimura

Chizuru Kagura : Akiko Saitou

Mai Shiranui : Akoya Sogi

King : Harumi Ikoma

Kim Kaphwan : Satoshi Hashimoto

Choi Bounce : Monster Maetsuka

Chang Koehan : Hiroyuki Arita

Yashiro Nanakase : Makoto Awane

Shermie : Hazuki Nishikawa

Chris : Rio Ogata

Ryuji Yamazaki : Kouji Ishii

Blue Mary : Harumi Ikoma

Billy Kane : Atsushi Yamanishi

Iori Yagami : Kunihiko Yasui

Shingo Yabuki : Takehito Koyasu

Yuki (Kyo's girlfriend) : Tomoko Kojima


- PORTS -


* Consoles :

SNK Neo-Geo CD (1997)

Sony PlayStation (1998)

Sega Saturn (1998)

SNK Neo-Geo Pocket ("King of Fighters Round-1")


- SOURCES -


KOF10th, http://www.kof10th.com

$end

$info=kof98,kof98n,kof98k,
$bio

The King of Fighters '98 - The Slugfest (c) 07/1998 SNK.

Game ID : 0242


A special edition of the KoF series taking place outside of the established storyline with a whopping 38 selectable KoF alumni.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "The King of Fighters '98 - Dream Match Never Ends".


This game runs on the SNK Neo-Geo MVS hardware.


It is said that this game is a 'dream match' for more reasons than one - this KOF is said to exist only in Shingo's dream - each character in this dream match was Shingo's impression of these characters, based on either personal experience or his notes in his notebook.


Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Shin! Chou Upper' is a knock off of Ryu's Shin Shoryuu Ken. She also has a movement similar to Terry's burn knuckle. Finally, her Forward+A is a parody of Sakura's Flower Kick.


KOF98 contains pieces of music from older KOFs.

For example, the character select music when a second player joins in is straight from KOF 96 (it's called Roulette).

Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from :

Esaka? (Japan Team) : KOF 96 (Japan Team's theme music).

Esaka (95-style Kyo Kusanagi) : KOF 94 (Japan Team's theme music).

Kurikinton (Fatal Fury Team) : Fatal Fury 2 (Terry Bogard's theme music).

Art of Fight (Art of Fighting Team) : Art of Fighting (Ryo Sakazaki's and Ryuhaku Todo's theme music).

Rumbling in the City (Ikari Team) : KOF 96 (Ikari Team's theme music).

Shin! Senritsu no Dora (Psycho Soldier Team) : KOF95 (Psycho Soldier Team's theme music).

Fairy (Gals Fighters Team) : KOF 96 (Chizuru Kagura's theme music).

Seoul Town (Korea Team) : Real Bout Fatal Fury (Kim Kaphwan's theme music).

Bloody (New Face Team) : KOF 97 (New Face Team's theme music).

Rhythmic Hallucination (Orochi Yashiro) : KOF 97 (Orochi New Face Team's theme music).

C62 (Ryuji Yamazaki) : Real Bout Fatal Fury Special (Ryuji Yamazaki's theme music).

Blue Mary's Blues (Blue Mary) : Real Bout Fatal Fury Special (Blue Mary's theme music).

London March (Billy Kane) : Real Bout Fatal Fury Special (Billy Kane's theme music).

Arashi no Saxophone (Iori Yagami) : KOF 95 (Revenge Team's theme music).

Arashi no Saxophone 2 (Mature, Vice) : KOF 96 (Iori Team's theme music).

Slum No. 5 (USA Sports Team) : KOF 94 (USA Sports Team's theme music).

Still Green (Shingo Yabuki) : KOF 97 (Shingo Yabuki's theme music).

Ketchaku R&D (Omega Rugal) : first half from KOF 94 (Rugal Bernstein's theme music), second half from KOF 95 (Omega Rugal's theme music).

Ne! ('94 Gals Fighters Team) : KOF 94 (Gals Fighters Team's theme music).


Also to note that the music that is played prior to facing Rugal (Kettou R&D) is also from KOF 94 (as the theme for Rugal's first form).


When Choi Bounge appears, a 7 seconds sample from a song is played. This song is 'Choi Bounge Ondo', which appeared in the KOF 97 Arrange SoundTracks. The song became quite popular in Japan.


Mr. Big from "Art of Fighting" makes a small cameo appearance in the USA Wharf background, during the first rounds.


A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.


- UPDATES -


At the Intro music (CIPHER) and the Staff Roll BGM (ZERO) a sample used says 'mot*er fu**er'. Apparently, this sample was removed in some non-Japanese carts.


- TIPS AND TRICKS -


* Orochi Team (Evil Chris, Evil Shermie, Evil Yashiro) : At the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro).


* KOF94 Art Of Fighting Characters (Ryo, Robert, Yuri) : At the character select screen, hold Start and press any button on the Art of Fighting characters.


* KOF95 Style Kyo : At the Character select screen, hold Start on Kyo and press any button.


* Real Bout 2 Characters (Mai, Terry, Andy, Billy) : At the Character select screen, hold Start on the respective characters and press any button.


* View Attitudes : Hold Start at the match-up screen to view the attitudes of your opponents.


* Select Victory Pose : Immediately press A, B, C, or D after defeating your opponent.


* Fight Vs Shingo Yabuki : You must win the first three levels by 3-0.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Producer : Takashi Nishiyama

Chief director : Toyohisa Tanabe

Sub director : Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. "Yanya" Hikida, Tomonori Kamio

System editor : K. Nagashima

Demo designers : Kalkin, Dandy, Matuisan!, Yokoyama, Masato

Special effects : Nishida Mika, Aoyama

Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino

Sound : SHA-V, Tate-Norio, Marimo

Adjuster : K. Asai, Hataboh de Go!, M-Panic! Plus

Bug Checker : Anne, Sanpo, H. Shimmei, R. Tsune, 8097 :K.I (Non)


* Front Designer :

Chief : Blaster-Lu

Kyo, Shingo : Akiko Yukawa

Ryo : Mitsuru Kawasaki, I NO U E

Benimaru, Iori : M. Asakura

Robert, Lucky : Mitsuru Kawasaki

Daimon, Terry, Takuma : S. Yamamoto

Yuri, Brian : Mina Kawai

Leona, Ralf, Clark, Heidern : Dear Ichi Jerry

Andy, Athena, Chizuru, Mai : C Yamasaki

Joe, Billy : Hiroto Kittaka

Kim, Heavy D! : I NO U E

Kensou, Chin, Choi : 44Oka

Chang, Mary, Saisyu : Tahara Ujyu-

Yashiro : Shio Shio Shio

Shermie, King : Miho Uematsu

Chris : Hiroto Kittaka

Yamazaki : M. Asakura

Mature/Vice : Shio Shio Shio, Miho Uematsu, Akiko Yukawa

Rugal : C Yamasaki

Chief : Yurika


* Back Designer :

JPN-Street Stage : Manoru

USA-Yard Stage : Tohru Nakanishi

China Stage : K.W

JPN-Temple Stage : Yurika

Korea Stage : Tsugumi A

USA-Wharf Stage : Tsugumi A

Mid-East Stage : Raishi

Rugal Stage : Souzi Takamori

Spain Stage : M.K


* Voice Actors :

Kyo : Masahiro Nonaka

Daimon/Ryo : Masaki Usui

Benimaru/Ralf/Choi : Monster Maetsuka

Terry/Kim : Satoshi Mashimoto

Andy : Keiichi Nanba

Joe : Nobuyuki Niyama

Robert : Mantarou Koichi

Yuri : Kaori Horie

Leona/Vice : Masae Yumi

Clark : Yoshinori Shima

Athena : Haruna Ikezawa

Kensou/Brian : Eiji Yano

Chin/Heavy D! : Tosikazu Nisimura

Chizuru : Akiko Saitou

Lucky : Key Inage

Mai : Akoya Sogi

Chang : Hiroyuki Arita

Yashiro : Makoto Awane

Shermie : Hazuki Nishikawa

Chris : Rio Ogata

Yamazaki : Kouji Ishii

Billy : Atsushi Yamanishi

Rugal/Heidern : Toshimitsu Arai

Takuma : Eiji Tsuoda

Saisyu : Keiichirou Sakaki

King/Mary/Announce : Harumi Ikoma

Mature : Hiroko Tsuji

Shingo : Takehito Koyasu

Iori : Kunihiko Yasui


- PORTS -


* Consoles :

SNK Neo-Geo CD (1998)

Sony PlayStation (1999)

SNK Neo-Geo Pocket Color ("King of Fighters Round-2")

Sega Dreamcast (1999, "The King of Fighters Dream Match 1999")

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The King of Fighters '99 - Millennium Battle (c) 07/1999 SNK.

Game ID : 0251


Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition".


About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of The Wolf" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic).


About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity.


About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team.


About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', "'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old).


About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans...


About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test.




Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '99 - PCCB-00387) on 18/08/1999.


- TIPS AND TRICKS -


* Play As 'Real' Kyo Kusanagi Or Iori Yagami (You need to get 'K.I' on the logo screen to be able to use Kyo or Iori).

1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2.

2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun.

3) Then you must defeat Kryzalid and a screen will show you how to do the code.

4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry.

5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry.


* Fight Kyo Kusanagi Or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear.


* Display Character Order : Hold Start when selecting your character's fighting order.


* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.


* (BUG) The Power Of The 'Ko'ou Ken' : When using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Producer : Takashi Nishiyama

Chief director : Namadachan, T. Hosokawa

Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, "Yanya"-K. Hikida, Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki

Design chief : Regeon.Toyanaka, (^_^)

Front designers : I No U E(K'/Kim), Shinsuke.Yamamoto(Maxima/Terry), M. Asakura(Benimaru/Chin), Kawai.Sama(Yuri/Takuma/Choi), Shio Shio Shio(Ryo/Robert), Winnie the Whipooh(Leona/Whip/Mary), Youki.T.Ohyama(Ralf), M.Endo(Clark), Akiko.Yukawa(Shingo/Athena/Kasumi), Miho.Uematsu(Xiangfei/King), Mitsuru(Kensou/bao), Styleos(Kyo/Chang), Roppongi Marito(Jhun/Joe), C.Yamasaki(Krizal Id/Andy/mai/Iori)

Back designers : Manoru(Sewege.Sys), K. W(Park), Raishi(Alley), T. Nakanishi(Airport), A. Tsugumi(Museum), Kobayasi.Nobuyuki(Boss)

Demo designers : Kalkin, M. Yokoyama, K."G3"Nagashima

Special effects : Aooon

Programmers : Cyber.Kondo, Souta.ichino, Abetak

Sound : Sha-V, Zoe, Marimo, Usako-X, Tate-Norio, Shimizm, Hori-Hori

Adjusters : K.Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto

Bug checkers : T. Seko, M. Sawa


* Voice Actors :

K' : Yuuki Matsuda

Maxima : Katsuyuki Konishi

Benimaru Nikaido : Monster Maetsuka

Shingo Yabuki : Takehito Koyasu

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Mai Shiranui : Akoya Sogi

Ryo Sakazaki : Masaki Usui

Robert Garcia : Mantaro Koichi

Yuri Sakazaki : Kaori Horie

Takuma Sakazaki : Eiji Tsuda

Leona : Masae Yumi

Ralf Jones : Monster Maetsuka

Clark Steel : Yoshinori Shima

Whip : Shiho Kikuchi

Athena Asamiya : Haruna Ikezawa

Sie Kensou : Eiji Yano

Chin Gentsai : Toshikazu Nishimura

Bao : Kanako Nakano

King : Harumi Ikoma

Blue Mary : Harumi Ikoma

Kasumi Todoh : Masae Yumi

Li Xiangfei : Mami Kingetsu

Kim Kaphwan : Satoshi Hashimoto

Choi Bounce : Monster Maetsuka

Chang Koehan : Hiroyuki Arita

Jhun Hoon : Kazuya Ichijou

Kyo-1 : Masahiro Nonaka

Kyo-2 : Masahiro Nonaka

Krizalid : Yoshiyuki Iwamoto

Kyo Kusanagi : Masahiro Nonaka

Iori Yagami : Kunihiko Yasui


- PORTS -


* Consoles :

SNK Neo-Geo CD (1999)

Sega Dreamcast (1999)

Sony PlayStation (2000)

Nintendo Game Boy Advance ("King of Fighters EX")


* Computers :

PC (2000, "The King of Fighters '99 - Evolution")


- SOURCES -


KOF 10th official website, http://www.kof10th.com

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The King of Fighters 2000 (c) 07/2000 SNK.

Game ID : 0257


Thirty-four characters. Plus the popular striker system, await to be selected to team up and defeat the mighty Zero and his incredible bladed coat!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The names of some of Zero's moves are inspired froBut that's just Designers' opinionm the Japanese anime 'Hokuto no Ken'.


About Ramon : This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These three points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time.


About Vanessa : Vanessa's entrance in KOF at the time put a stop to the parade of increasingly younger characters appearing in the game, especially the women characters who were all teenagers for the most part. This is the reason for creating the concept of a thirty-something woman who broke all the rules and overflowed with adult appeal. Her style has become the topic of many humorous comic strips. In her first appearance in the Sega Dreamcast version of KOF '99 as a Striker character, she was a bit irreverent. And in KOF 2000, she officially entered the tournament as a player character. Designers wanted to introduce her as a player character in KOF '99, but legend has it that she had to sit it out due to certain time constraints.


About Lin : This character was selected out of the encyclopedic character background materials (whose volume would rival the Encyclopedia Britannica!) of the supervising planners. Lin is tied to the Flying Brigands 'HIzoku', who were introduced as a KOF side story in the NESTS Chronicles, but without the knowledge of the staff, and when Ron showed up in the ending sequence, there were some awfully surprised designers. With all the special moves and actions for this character the programmers and planners had a rough time working on this character. He brought tears to the eyes of the developers, but not for the usual reasons.


About Seth : Seth was created as part of a set with Vanessa, appearing for the first time in the Sega Dreamcast version of KOF '99. His initial name was 'Dick'. The name had deep significance for his designer. Based on the strong wishes of the supervising designer, the powerful image of a big, dark, middle-aged man with a Mohawk haircut who used the arts of self-defense was decided on. Since Seth was created first, Vanessa's clothes were designed to match his. This made some people surmise things like Seth was Vanessa's husband.


About Hinako Shijo : At first designers sought to create a character similar to Chie in the Japanese comic Jarinko Chie (Downtown Story) who used sumo moves. The supervising designer, however, succumbed to insistent requests to use 'a debutante', and Hinako gradually transformed into a wellborn young maiden. She was to fight barefoot, but that idea got eighty-sixed. The tape remaining on her fingers is a tiny remnant of her original concept. Since her appearance grew further and further away from that of a sumo wrestler, the names for her moves use those of actual sumo moves to preserve the essence of the sumo wrestler in her original character.


About Kula Diamond : To add dimensions to the villainous NESTS organization of the NESTS Chronicles and excitement to the story, the need to create an enemy for the huge and individualistic K' arose. Manipulator of the 'Anti-K' Arts', her ice symbolizes the foil to the flames of K'. That's what Kula Diamond's all about. During production Designers elicited the opinions of newly hired female designers regarding Kula's mannerisms to "make her girlish gestures appropriately girlish" (but left the actual design work to the veteran supervising designer). Designers think we succeeded in faithfully depicting a 14-year-old girl... Asking Kula's designer about his impressions at the time, he immediately answered : "Kula had an easy delivery. She didn't give me any pain". The actual work appeared difficult, but it seems he enjoyed his work.


Robert's 'Ryuugeki Ken' is a knock-off of the Sonic Boom (It isn't in "The King of Fighters '99 - Millennium Battle" because of its looks, despite the charging motion).


There are two symbolic things that tell you how the people at SNK were forseeing the end of their company. Kyo's theme is called 'Good Bye Esaka', Esaka is the avenue where the SNK building and Neo Geo Land are (Esaka means 'entrance to the hill'). The second thing is the destruction of the city that started all : South Town (Home of "Fatal Fury - King of Fighters" and "Art of Fighting" - however, note that in "Garou - Mark of The Wolf", Second South was rebuilt near South Town. Also noted is the fact that every Kyo theme before 'Tears' had 'Esaka' in it ('Esaka' in 94, 'Funky Esaka' in 95, 'Esaka?' in 96 and 'Esaka Forever' in 97).

The reason for those names is that in "The King of Fighters '94", Kyo's team stage is below a bridge in the Esaka area near SNK. In "The King of Fighters '95", they fight in front of Neo Geo Land, again, in Esaka in front of the SNK building. In "The King of Fighters '96", they fight in top of a bridge also in the Esaka area. In "The King of Fighters '97" there is no Esaka stage, however, this was supposed to be the last KOF as SNK planned to move to the HNG64, it was like a glorious farewell to KOF, however, things went different. Finally, in "The King of Fighters '98 - The Slugfest", the Esaka stage appears again; they fight below a bridge in front of the Neo Geo Land.


* Origin Of Alternate Strikers :

Another Benimaru (Benimaru) : Alternate art for Benimaru.

Another K' (K') : Alternate art for K'.

Another Robert (Robert) : Alternate art for Robert (inspired from the early "Art of Fighting" days).

Athena (Athena) : Athena as she appeared in her first game, "Athena".

Baijang (Chin) : (Not too sure, but it could be Tung Fu Rue's panda).

Billy Kane (Andy) : "Fatal Fury - King of Fighters" (Andy is second banana for the good guys, Billy is second banana for the bad guys).

Chizuru Kagura (Mai) : KOF, Mai's teammate in '97/'98.

Chris (Whip) : KOF, part of the New Face Team.

Cosplayer Kyoko (Shingo) : A girl dressing up as Kyo (in his old outfit), Kyoko is the 'feminine form' of Kyo (ie, what Christina would be to Chris) - Voice by Haruna Ikezwa.

Duck King (Joe) : "Fatal Fury - King of Fighters".

Duke Edwards (Ramon) : "Burning Fight" - Voice by Kong Kuwata.

Eiji Kisaragi (Lin) : "Art of Fighting".

Fiolina Germi (Vanessa) : "Metal Slug - Super vehicle-001".

Foxy (Kula) : KOF, Kula's guardian.

Gai Tendou (Takuma) : Main character in "Buriki One in Tokyo - World Grapple Tournament '99", where Ryo has a cameo - Voice by Nobuyuki Hiyama.

Geese Howard (Terry) : Terry's old nemesis from "Fatal Fury - King of Fighters".

Goenitz (Leona) : KOF, final boss in "The King of Fighters '96".

Goro Daimon (Seth) : KOF '94-'98 (retired at the time to raise children).

Kaede (Ryo) : "The Last Blade".

Kang Baedal (Jhun) : Original design for Jhun - Voice by Eiji Takemoto.

Kaoru Watabe (Bao) : KOF (Kaoru is an Athena fan who lost both her legs and her fan letter to Athena was what made her join the '97 tournament, Kaoru now has artificial legs, thanks to Athena) - Voice by Ayako Kawasumi.

Kensou (Kensou) : Kensou as he appeared in his first game, "Psycho Soldier".

Kim Dong Hwan (Chang) : "Garou - Mark of the Wolves", Kim's older son.

Kim Jae Hoon (Choi) : "Garou - Mark of the Wolves", Kim's younger son.

Kim Sue-Il (Kim) : "Kizuna Encounter - Super Tag Battle" - Voice by Yoshiaki Fujita.

Lilly Kane (Hinako) : "Fatal Fury - King of Fighters", Billy's younger sister and Joe's girlfriend - Voice by Yumi Kakazu.

Li Xiangfei (Kasumi) : "Fatal Fury - King of Fighters", Kasumi's teammate in '99.

Mature/Vice (Iori) : Iori's teammates from '96/'98.

Nakoruru (Yuri) : "Samurai Shodown".

Rocky (Maxima) : Player 2's character from "Robo Army".

Ryuji Yamazaki (Mary) : "Fatal Fury - King of Fighters", Mary's teammate in '97/'98.

Shermie (Clark) : KOF, part of the New Face Team.

Shishi-Ou/King Lion (King) : Main villain in "Savage Reign" - Voice by Katsuhisa Nakatsuka.

Sho Kirishima (Kyo) : Original design for Kyo.

Yashiro Nanakase (Ralf) : KOF, part of the New Face Team.


* Maniac Striker Origins :

Another Iori (Iori) : Alternate art for Iori.

Cool Choi (Choi) : Alternate art for Choi.

G-Mantle (Ryo) : This character is King, appears in "Art Of Figthing 2" previous her battle in history mode.

Neo & Geo (Ramon) : They are not the SNK mascots :), they appear in the game "Quiz Daisousa Sen - The Last Count Down", where they are the private eyes Neo MacDonald and Geo Kentacky.

Thier last names are a spoof to two Fast Food restaurant chains.

Kentacky is the Japanese reading for Kentucky - Voice by Hiroyuki Arita.

Rugal Bernstein (Kula) : KOF, considered to be the 'franchise boss' (much like Bison for SF).

Saisyu Kusanagi (Kyo) : KOF, Kyo's father.

Smart Chang (Chang) : Alternate art for Chang.

Unknown (Kasumi) : "Art of Fighting", Kasumi's father (Ryuhaku Todo) - Voice by Arita Goto.


SME released a limited-edition soundtrack album for this game (The King of Fighters 2000 - SCDC-00035) on 23/08/2000.


- TIPS AND TRICKS -


* Enable The Mid-boss, Kula : Put the cursor on Whip, press Start, put the cursor on Vanessa, press Start, put the cursor on Seth, press Start, put the cursor on Maxima, press Start, put the cursor on K', press Start, put the cursor on Random, press Start, now press Up, Down. Kula appears below the Random icon in 2 secs.


* Enable The Maniac Strikers : At the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down. These characters have Maniac Strikers : Chang, Choi, Iori, Kula, Kyo, Ramon and Ryo.


* Todo As Special Striker : To use Todo as your stiker, select Kasumi, then do the secret striker code Up, Left(x3), Right(x3), Down. It will show a blacken version of Todo (Kasumi's father from Art of Fighting 1).


* Select Victory Pose : Press a Punch or Kick button immediately after your opponent is defeated.


* Alternate Costume Colors : Highlight in order Kyo, Benimaru, K', Terry, Mary, Mai, Whip or Choi, then press C+D at the character selection screen.


- SERIES -


1. The King of Fighters '94 (1994)

2. The King of Fighters '95 (1995)

3. The King of Fighters '96 (1996)

4. The King of Fighters '97 (1997)

5. The King of Fighters '98 - The Slugfest (1998)

6. The King of Fighters '99 - Millennium Battle (1999)

7. The King of Fighters 2000 (2000)

8. The King of Fighters 2001 (2001)

9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)

10. The King of Fighters 2003 (2003)


- STAFF -


Producer : Y. Inui

Director : Region Toyonaka

Chief planners : T. Hosokawa, Yanya (K.Hikida)

System editors : Kaede, Namarn

Sequence chief : T. Kamio

Sub planners : Tomita Haruo, Y. Takshi, Syun-Jin, Godzio, H. Eguchi

Design Chief Front : Chikara Akane Y, Dear Tomchin

Design Chief Back : Manoru

Demo : Komantare Boo


* Front Designers :

K' : I NO U E

Maxima : S. Yamamoto

Vanessa : I NO U E

Ramon : Kawasaki Mitsuru

Benimaru : M. Asakura

Shingo : Akiko Yukawa

Lin : Shio Shio Shio

Seth : S. Yamamoto

Terry : Styleos

Andy : Chikara Akane Y

Mary : Dear Tomchin

Joe : Hirofusa Satoshi

Ryo : S. Yamamoto

Robert : Shio Shio Shio

King : Miho Uematsu

Takuma : Miho Uematsu

Leona : Dear Tomchin

Clark : Megumi Endo

Athena : Akiko Yukawa

Chin : M. Asakura

Ralf : Dear Tomchin

Whip : Dear Tomchin

Kensou : Kawasaki Mitsuru

Bao : Kawasaki Mitsuru

Mai : Chikara Akane Y

Yuri : Momo Kuri Sakura

Kasumi : Akiko Yukawa

Hinako : Miho Uematsu

Kim : I NO U E

Jhun : Hirofusa Satoshi

Choi : A T

Chang : A T

Kyo : Styleos

Iori : Styleos

Kula : Megumi Endo

Zero : Chikara Akane Y


* Back Designers :

Factory : K

Garbage Dump : 2047

Scrap Dump : Raishi

Desert : N. Morohashi

Korea : Manoru

Temple : Kane'

Aquarium : Nobu Kobayashi


Demo designers : M. Yokoyama, Yukinari, Tsugumi A, K-"G4"-Nagashima

Op. Title : Takayuki Mizuno

Special effects : Aooon, T. Nakanishi

Programmers : Souta Ichino, Abetak, Kohji Mannami

Sound : SHA-V, Zoe, Marimo, Usako-X, Tate-Norio

Sampling CD : Samples courtesy of Spectrasonics' Distorted Reality, Distorted Realityz

Adjusters : T. Seko, Error Sawa 2000

Bug checkers : Lix, Lumen Lunae, Jam, Garuru, Sakon, Hanayama Kaoru


* Color Edit Contest :

K' : Toraneko

Terry : Ai Haruyama

Ryo : Roias

Mai : Y. Yatsuda

Choi : Bakso CB

Benimaru : Yoshitaka

Mary : Ryui Akio

Whip : Yasunari Ito

Kensou : Minaminami

Kyo : Saori Abe


* Voice Actors :

K' : Yuuki Matsuda

Maxima : Katsuyuki Konishi

Vanessa : Kaori Minami

Ramon : Eiji Takemoto

Lin : Takaya Kuroda

Benimaru : Monster Maeduka

Shingo : Takehito Koyasu

Seth : Hidetoshi Nakamura

Terry : Satoshi Hashimoto

Andy : Keiichi Nanba

Mary : Harumi Ikoma

Joe : Nobuyuki Hiyama

Ryu : Masaki Usui

Robert : Mantarou Koichi

Takuma : Eiji Tsuda

King : Harumi Ikoma

Mai : Akoya Sogi

Yuri : Kaori Horie

Kasumi : Masae Yumi

Hinako : Ayako Kawasumi

Leona : Masae Yumi

Ralf : Monster Maeduka

Clark : Yoshinobi Shima

Whip : Shiho Kikuchi

Athena : Harna Ikezawa

Kensou : Eiji Yano

Chin : Tosikazu Nisimura

Bao : Kanako Nakano

Kim : Satoshi Hashimoto

Chang : Hiroyuki Arita

Jhun : Kazuya Ichijo

Choi : Monster Maeduka

Kyo : Masahiro Nonaka

Iori : Kunihiko Yasui

Zero : Kinta Futogane

Kula : Yumi Kakazu

Duke/Baedal : Eiji Takemoto

Cosplayer Kyoko : Haruna Ikezawa

Daimon : Masaki Usui

Yamazaki : Kouji Ishii

Kaede : Kouji Suitsu

Yashiro : Makoto Awane

Chris : Rio Ogata

Nakoruru : Harumi Ikoma

Fio : Kanako Morizumi

Eiji/Goenitz : Yoshinori Shima

Geese/Duck : Kong Kuwata

Billy : Atsushi Yamanishi

Tendou : Nobuyuki Hiyama

Shermie : Hazuki Nishikawa

Kaoru : Ayako Kawasumi

Xiangfei : Mami Kingetsu

Lilly : Yumi Kakazu

Dongwhan : Jun Hashimoto

Syo : Mitsuo Iwata

Mature : Hiroko Tsuji

Rugal : Toshimitsu Arai

Saisyu : Keiichiro Sakagi

King Lion : Katsuhisa Nakatsuka

Foxy : Haruna Ikezawa

Sue Il : Yoshiaki Fujita

Jae Hoon : Hiroki Asakawa

Neo&Geo/G-Mantle : Hiroyuki Arita

Unknown : Arita Goto

Diana : Kaori Minami




- PORTS -


* Consoles :

Sega Dreamcast (2002)

Nintendo Game Boy Advance ("King of Fighters EX 2")

Sony PlayStation 2

$end

$info=kotm,kotmh,
$bio

King of the Monsters (c) 02/1991 SNK.

Game ID : 0016


If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. King of the Monsters (1991)

2. King of the Monsters 2 - The Next Thing (1992)


- STAFF -


Producer & Director : Hamachi Papa

Chiff designer : Mitsuzo

Main designer : Tomomi

Background designers : Taka, Sakai

Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke

Main programmer : Makoto

Assistant programmer : Yamatan

Sound creaters : Tarukun, Konny & Ten6 Jaguars


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

Sega Mega Drive (1993)

$end

$info=kotm2,
$bio

King of the Monsters 2 - The Next Thing (c) 05/1992 SNK.

Game ID : 0039


This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. King of the Monsters (1991)

2. King of the Monsters 2 - The Next Thing (1992)


- STAFF -


Planner & Director : Hamachi Papa

Chief designer : Mitsuzou

Main character designers : Abe, Taka, Pan, Ponda, Ahokamen

Main Scroll Designers : Sakai Goma, Manoru

Sub designers : Kilitao, Bob Fukumizu

Main programmer : Magi2

Sub programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo&Kue, Atomic Abe

Music designers : Tarkun, Shimizum, Jojoha-Kitapy, Team C2H5OH

Producer : Kawano

Executive producer : Eikichi Kawasaki


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

SNK Neo-Geo CD (1994)

$end

$info=kingdmgp,
$bio

Kingdom Grandprix (c) 09/1994 Raizing / Eighting.


- TRIVIA -


This game is known in Japan as "Shippu Mahou Daisakusen - Kingdom-Grandprix" (the title became the subtitle).


- SERIES -


1. Sorcer Striker (1993)

2. Kingdom Grandprix (1994)

3. Dimahoo (2000)


- STAFF -


Music composed by : Hitoshi Sakimoto, Masaharu Iwata

$end

$info=kirameki,
$bio

Kirameki Star Road - Intro Club (c) 08/1997 Taito.

Game ID : E44 (F3-System No. 17)


- TRIVIA -


The title of this game translates from Japanese as 'Glittering Star Road - Intro Club'.


This game runs on the Taito F3 System hardware.


- STAFF -


Music by : Tamayo Kawamoto

$end

$info=kisekaeh,
$bio

Kisekae Hanafuda (c) 1995 I'Max.

$end

$info=kisekaem,
$bio

Kisekae Mahjong (c) 1995 I'Max.

$end

$info=kittenk,
$bio

Kitten Kaboodle (c) 1988 Konami.

Game ID : GX712


- TRIVIA -


This Game is known in Japan as "Nyan Nyan Panic".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- STAFF -


Game programmer : Boy Otofuji

Video graphics : Rie Chan

Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy

Engineer : Mr. Idaka

$end

$info=kizuna,
$bio

Kizuna Encounter - Super Tag Battle (c) 09/1996 SNK.

Game ID : 0216


Two-on-two tag team battle with eight selectable characters, huge sprites and one end boss. Very fast-paced and fun!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Fu'un - Super Tag Battle" (translates from Japanese as 'Wind and Cloud - Super Tag Battle').


This game runs on the SNK Neo-Geo MVS hardware.


A special four player version of Kizuna Encounter exists, but was a limited release.


- UPDATES -


In the Japanese version :

* King Lion is named 'Kage Shishioh'.

* King Leo is named 'Shin Shishioh'.

* Kim Young-Mok is named 'Kim'.


- TIPS AND TRICKS -


* Boss Code (Play as either King Leo or Jyazu) : At the character selection screen highlight Mezu, then highlight the following characters in this order : Mezu, Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King Lion & Gozu. Now press D. You should listen Jyazu's laugh to confirm the code, now select Gozu and press Up to reveal Jyazu or select King Lion and press Up to reveal King Leo. Note : Endings are disabled for either Jyazu or King Leo.


* Hidden Matches : Beat the game with the following teams to access an extra match after defeating Jyazu : Gordon & Rosa, Hayate & Eagle, King Lion & Gozu, King Lion & Mezu.


- SERIES -


1. Savage Reign (1995)

2. Kizuna Encounter - Super Tag Battle (1996)


- STAFF -


Object designers : Rolly R, POnta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu..., Odachan, Akairo Megane, Yorumo O.K.YO, Tohru, Takehiro Isaji, Kaoruru

Back designers : Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji

Programmers : Jaron, 0014 Take4, Bashi

Music composers : Jojouha Kitapy, Tate Norio, Mitsuo

Producers : Takashi Nishiyama, H. Matsumoto, Akira

Directors : Mituzo, Kanbei Hama, Wakama2, Suery from OBC


* Voice Actors :

Rosa : Hiroko Tsuji

Gozu : Konichi Hayashi

King Lion (Shishioh in Japanese version) : Masaru Naka

Chung Paifu : Humio Niwa

Syo Hayate : Konichi Hayashi

Kim Young-Mok (Kim Sue-Il in Japanese version) : Yoshiaki Fujita

Mezu : Konichi Hayashi

Gordon Bowman : Hisanori Higashi

Joker : Takeshi Kokubo

Max Eagle : Kunihiko Tatsumi

$end

$info=klax,klaxj,klax2,klax3,klaxd,klaxp1,klaxp2,
$bio

Klax (c) 1989 Atari Games.

Game ID : 136075


It's a simple concept and easy to play. Catch the colored tiles with the paddle and flip them into bins to make same colored stacks and rows of three. Sound easy ? It is. The hard part is pulling yourself away from the game :).. A second player can join in at any time, head-to-head action. A competitive challenge for two players.


- TRIVIA -


Dave Akers originally programmed this in Amiga Basic, then ported it line-by-line to C. It was written in just a few weeks on "Escape From the Planet of the Robot Monsters" hardware.


- UPDATES -


The prototype versions have different graphics, only one background with different palettes, and uglier tiles. Tiles sometimes look wrongly placed. When you throw the tile back, it's flying much further (approx. 6 seconds instead of 1). This version has 'By MSP and DSA' on the titlescreen.


- STAFF -


Staff : David S. Akers (DSA), Brad Fuller, Tim Hubberstey (TJH), Farrokh Khodadadi (FRK), Pat McCarthy (PMC), Jerry Momoda, Mark Stephen Pierce (MSP), John Ray (RAY), John Salwitz (JFS)


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sega Mega Drive (1990)

Atari Lynx (1990)

Atari 2600 (1990)

Nintendo Famicom (1990)

Amstrad GX4000 (1990)

Nintendo Game Boy (1990)

Sega Game Gear (1991)

Sega Master System (1991)

Atari 7800 (1992)

Sony PlayStation (2000, "Arcade Party Pak")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Amstrad CPC+ (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=kngtmare,
$bio

Knightmare (c) 1983 Gottlieb.

$end

$info=knights,knightsu,knightsj,
$bio

Knights of the Round (c) 11/1991 Capcom.


King Arthur, Sir Lancelot and Percival slash through medieval England to save the peasants from enslavement. Featuring a level-up system which gives the fighters new weapons and armor.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Knights of the Round is based on the story of King Arthur and the Knights of the Round Table.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993.


- STAFF -


Game designers : Boyoyon, Hachi, K Suke, Nis 7

Music sound : Isao Abe (Oyaji)

Programmers : Ayrton Tsuna !!, Hero Hero, Cky

Object designer: Ikusan Z, Tanuki, Imomushi, Jun Matsumura (JUN), Sho

Scroll designer: Fukumoyan, Pooh!, Kyochan, Marchan


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

$end

$info=kov,kov115,kovj,kovplus,kovplusa,
$bio

Knights of Valour (c) 1999 IGS.


A very good beat-'em-up with lots of special moves and great artwork.


- TRIVIA -


Licensed to Alta for Japan distribution.


This game is also known as "Sangoku Senki" (translates from Japanese as 'Three Countries' Military History').


This game runs on the IGS PGM hardware.


Based on the Three Kingdoms saga.


- UPDATES -


Knights of Valour Plus is an upgrade with some differences :

* The bonus after every stage is higher for the original version.

* The colour of the lifebar is different for the 2 versions (yellow and green).

* The three secret characters in the original version are already unlocked.

* Two new characters, the white Huang Zhong and the red Zhang Fei.


- TIPS AND TRICKS -


* Play As Diao Chan : Press B, C, D, Up, Right, Down, Left, Up, Right, Down, Left.


* Play As Xu Zhu : Press Left, B, C, Up, D(x2), B, C, Right, B(x3), C, Right, C(x2), B, C.


* Play As Zhang Liao : Press D, B(x2), C, D, Up, Down, Left, Right, Up, Down, Left, Right, B, C, D.


* Play As Zhuge Liang : Press Down(x2) B, Left, Down, Right, C, Left, Up, Right, D, Left(x2), B.


* Internet Ranking Mode : To play in the Internet Ranking mode, hold Up+B on first player and Down+C on second player before pressing Start.


- SERIES -


1. Knights of Valour (1999)

2. Knights of Valour Superheroes (1999)

3. Knights of Valour 2 (2001)

4. Knights of Valour Bushou Retsuden

5. Knights of Valour - The Seven Spirits


- STAFF -


Executive producer : Ray

Directors : Zhong Ren Gau, Keith Young, Andy Chu

Programmers : Alf, Why, Fred Liao, Yao Wen Lo, Mssheir, LTH

Hardware : Franklin Wu

Stylists : Joseph Chang, Muta Chen, Chun Lung Wu, Benson, Hark Lin

Pictures : Yao Kun Lai, Szu Chiang Wu, Pon Pon, Su Ping Chen, Abthony Ling, Yu Jem Lin, Gui Xin Xu, Hanks, Chia Sen Yeh, Mei Sen Chune, Hsien Chin Chou, Hsu Wei Chu, Feng Chiu Fu, Sheng Kai Chang, Ricky, Sung Chih Lin, Elvis Chen, Yang, Jeffrey Chang, Owl, Leo

Music conductor : Ray

Music & Sound effects by : Eddie Yao, Dean

Producers : Ko-Chu Lee, Paulchiang, A.C. Chen, Tzung-Hui Cheng

$end

$info=kov2plus,
$bio

Knights of Valour 2 (c) 2001 IGS.


- TRIVIA -


This game is also known as "Sangoku Senki 2".


- SERIES -


1. Knights of Valour (1999)

2. Knights of Valour Superheroes (1999)

3. Knights of Valour 2 (2001)

4. Knights of Valour Bushou Retsuden

5. Knights of Valour - The Seven Spirits

$end

$info=kovsh,
$bio

Knights of Valour Superheroes (c) 1999 IGS.


- TRIVIA -


This game is also known as "Sangoku Senki Superheroes".


- SERIES -


1. Knights of Valour (1999)

2. Knights of Valour Superheroes (1999)

3. Knights of Valour 2 (2001)

4. Knights of Valour Bushou Retsuden

5. Knights of Valour - The Seven Spirits

$end

$info=knockout,
$bio

Knock Out!! (c) 1982 KKK.


- TRIVIA -


This game is also known as "Triple Punch" (KKI).


This game runs on the "Scramble" hardware.


- TIPS AND TRICKS -


* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.


* Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy. Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously.

$end

$info=kbash,
$bio

Knuckle Bash (c) 1993 Toaplan.

Game ID : TP-023


Three wacky characters go after the Bulls and others who would dare threaten the peace of the city!


- TRIVIA -


Licensed to Atari Games for Europe and USA distribution.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Designer : Junya Inoue

$end

$info=knckhead,knckhedj,
$bio

Knuckle Heads (c) 1992 Namco.


Somewhat of a low-quality fighter with *gasp* a jump button!


- TRIVIA -


This game runs on the Namco System NA-2 hardware.


- STAFF -


Planners : O. Sugi, Captain Gan

Programmers : SAM. Uruyama, Furin-Yanagi-Kazan-CD

Chief of visual designers : H. Kikuchi, KIM

Visual designers : M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO

Logo and graphic designer : Cho-Itoh

Illustration : Mr. Shigeri

Sound composer : John Aihara


* CAST :

Vincent, Darell : N. Tobita

Fujioka : T. Morikawa

Chris : M. Hayashibara

Silva : K. Misuishi

Vaike : T. Yanagihara

$end

$info=kncljoe,kncljoea,
$bio

Knuckle Joe (c) 1985 Seibu Kaihatsu.


- TRIVIA -


Licensed to Taito for manufacture and distribtion.


A bootleg of this game is known as "Bone Crusher".

$end

$info=kopunch,
$bio

KO Punch (c) 1981 Sega.

Game ID : 834-0103

$end

$info=kodure,
$bio

Kodure Ookami (c) 1987 Nichibutsu.


A side-scrolling shooter with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON!


- TRIVIA -


Based on the manga 'Lone Wolf and Cub'.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mahjong Sound Graffiti : G.S.M. Nichibutsu 2 - PCCB-00051) on 21/01/1991.


- STAFF -


Sound composer : Kenji Yoshida

$end

$info=koikois2,
$bio

Koi Koi Shimasyo 2 - Super Real Hanafuda (c) 1997 Visco.


- TRIVIA -


'Koi Koi' is one of many games that is played with hanafuda cards.

$end

$info=rockragj,
$bio

Koi no HotRock (c) 12/1986 Konami.

Game ID : GX620


- TRIVIA -


The title of this game translates from Japanese as 'HotRock of Love'.


This game is known outside Japan as "Rock 'n Rage".


This game runs on the "Blades of Steel - The Supreme Hockey Challenge" hardware.


Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987.


- STAFF -


Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuki Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada

Video graphics designers : Shena Urata, Sweet Satoh

Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka

Hardware designer : Barrel Akiyama

$end

$info=eto,
$bio

Kokontouzai Eto Monogatari - Neko Datte Eto no Nakama ni Naritakatta (c) 05/1994 Visco.


- TRIVIA -


The title of this game translates from Japanese as 'Once Upon A Time Chinese Zodiac Story - The Cat Who Wanted To Become Part of the Chinese Zodiac'.


This game runs on the "Bonze Adventure" hardware.

$end

$info=konami88,
$bio

Konami '88 (c) 1988 Konami.

Game ID : GX861


Controlled with three buttons.


- TRIVIA -


Konami '88 is also known as "'88 Games" and in Japan as "Hyper Sports Special".


This game runs on the "Chequered Flag" hardware.


On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".


- SERIES -


1. Track and Field (1983)

2. Hyper Olympic '84 (1984)

3. Konami '88 (1988)

4. Hyper Athlete (1996)

$end

$info=konamigt,
$bio

Konami GT (c) 10/1985 Konami.

Game ID : GX561


- TRIVIA -


This game is also known as "Konami RF2 - Red Fighter".


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.

$end

$info=rf2,
$bio

Konami RF2 - Red Fighter (c) 10/1985 Konami.

Game ID : GX561


- TRIVIA -


This game is also known as "Konami GT".


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.

$end

$info=opengolf,opengol2,
$bio

Konami's Open Golf Championship (c) 1994 Konami.

Game ID : GX218


- TRIVIA -


This game is known in Japan as "Golfing Greats 2".


This game runs on the Konami GX hardware.


- SERIES -


1. Golfing Greats (1991)

2. Konami's Open Golf Championship (1994)

$end

$info=pingpong,
$bio

Konami's Ping Pong (c) 06/1985 Konami.

Game ID : GX555


- TRIVIA -


This game features Penguin (later renamed Pentarou) in the title screen and as a spectator. He is the main character in Antarctic Adventure and Penguin Adventure on the MSX and also appeared in many other Konami titles like the Parodius and Game Master series.


- PORTS -


* Computers :

Sinclair ZX Spectrum (1985)

MSX (1985)

Commodore C64 (1986)

Amstrad CPC (1986)

$end

$info=korosuke,
$bio

Korosuke Roller (c) 1981 Kural Electric.


- TRIVIA -


This game is also known as "Crush Roller".

$end

$info=myangel,
$bio

Kosodate Quiz My Angel (c) 1996 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Raising Children Quiz My Angel'.


- SERIES -


1. Kosodate Quiz My Angel (1996)

2. Kosodate Quiz My Angel 2 (1997)

3. Kosodate Quiz My Angel 3 (1998)


- PORTS -


* Consoles :

Sony PlayStation (1997)

$end

$info=myangel2,
$bio

Kosodate Quiz My Angel 2 (c) 1997 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Raising Children Quiz My Angel 2'.


- SERIES -


1. Kosodate Quiz My Angel (1996)

2. Kosodate Quiz My Angel 2 (1997)

3. Kosodate Quiz My Angel 3 (1998)

$end

$info=myangel3,
$bio

Kosodate Quiz My Angel 3 (c) 1998 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Raising Children Quiz My Angel 3'.


This game runs on the Namco System 11 hardware.


- SERIES -


1. Kosodate Quiz My Angel (1996)

2. Kosodate Quiz My Angel 2 (1997)

3. Kosodate Quiz My Angel 3 (1998)

$end

$info=kouyakyu,
$bio

The Koukouyakyuh (c) 1985 Alpha Denshi.


- TRIVIA -


The title of this game translates from Japanese as 'The Senior High School Baseball'.

$end

$info=legofair,
$bio

Koukuu Kihei Monogatari - The Legend of Air Cavalry (c) 1988 SNK.

Game ID : A7003 'KK'


- TRIVIA -


The title of this game translates from Japanese as 'Flying Cavalry Story'.


This game is known outside Japan as "Chopper I".


- STAFF -


Supervisor : Eikichi Kawasaki

Producer : Tamadachi

Programmer : SNK Jr.

Designers : Okitaka, Madaka, Warasan

Sound creater : Kanata

Adviser : Tosikita

$end

$info=strahl,strahla,
$bio

Koutetsu Yousai Strahl (c) 02/1992 UPL.

Game ID : UPL-91074


- TRIVIA -


The title of this game translates from Japanese as 'Steel Fortress Strahl'.


- STAFF -


Game designer : Kinya Adyama

Game programmer : Ken-Ichi Kunikyo

Music composer : Yoshio Nagashima

Object designers : Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama

Background designers : Mindru Tomizawa, Megumi Fujii

Hardware works : Nobuyuki Narita

$end

$info=kroozr,
$bio

Kozmik Krooz'r (c) 1982 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 2 hardware.


The game was originally called Mothership, and the mechanics were developed by Marvin Glass. However, the realistic-looking game did not test very well, it was supposed to use a mirror to reflect the image of a ship onto the playfield. In an attempt to save the project, Bill's new design of the game introduced the cute green alien called KAP'N KROOZ'R that Bally Midway executives hoped would be the next fad like "Pac-Man" was for Namco (note : KAP'N KROOZ'R next appearance was in "Wacko").


- STAFF -


Lead programmer : Richard Clark (Sarge)

Artist / Animator : Brian Colin


- PORTS -


* Consoles :

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=kram,kram2,kram3,
$bio

Kram (c) 06/1982 Taito.


- TRIVIA -


This game runs on "The Qix" hardware.

$end

$info=krzybowl,
$bio

Krazy Bowl (c) 08/1994 American Sammy.

$end

$info=krull,
$bio

Krull (c) 03/1983 Gottlieb.

Game ID : GV-105


Players can relive the movie's thrills in the video world of Krull. Featuring five different and challenging adventures, the player advances through several scenes, battling the Beast and his army.


- TRIVIA -


Krull was designed and programmed in 10 months. Chris and Matt started on it in early May of 1982 and finished in February of 1983. It is Gottlieb's first movie-themed video game.


About the movie : Krull is a world deep in a far-away galaxy, a culture of myth and magic. The kingdoms of Krull, in the past divided by wars, have united to battle the terrible enemy who seeks to dominate them... the Beast. He is a powerful dark force who has returned from Krull's ancient past, dtermined to destroy all those who oppose him. 

Krull is a $25 million dollar fantasy adventure from Columbia Pictures. To create this special-effect epic, Columbia Pictures has assembled the industry's top talent, people who helped bring Superman and The Empire Strikes Back to the screen. Like those top-grossing films, Krull will appeal primarily to young people under age 25, the most important demographic group for game operators.


- TIPS AND TRICKS -


* Hidden Heads : Press and hold down the Select button (which is utilized in the operator mode) and reset the machine. 63 BW faces representing 'Bob' Dobbs will bounce around the screen.


- STAFF -


Designed and programmed by : Matt Householder, Chris Krubel

Graphics by : Jeff Lee

Audio by : David Thiel

Cabinet graphics : Terry Doerzaph

$end

$info=kuhga,
$bio

Kuhga - Operation Code Vapor Trail (c) 1989 Data East.

Game ID : MAA


- TRIVIA -


The title of this game translates from Japanese as 'Sky Fang - Operation Code Vapor Trail'.


This game is known outside Japan as "Vapor Trail - Hyper Offence Formation".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990.


- SERIES -


1. Kuhga - Operation Code Vapor Trail (1989)

2. Rohga Armor Force (1991)

3. Skull Fang (1996)


- PORTS -


* Consoles :

Sega Mega Drive

$end

$info=kungfum,kungfub,kungfub2,kungfud,
$bio

Kung-Fu Master (c) 12/1984 Irem.


- TRIVIA -


Licensed to Data East for US distribution. Kung-Fu Master was the first game that Irem licensed to Data East.


This game is known in Japan as "Spartan X".


This game runs on the Irem M-62 system hardware.


A bootleg of this game was released by O.K. corp. in 1985.


First scrolling beat-em-up, this game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan.


- UPDATES -


Differences between Spartan X and Kung-Fu Master :

* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X.

* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'.


- TIPS AND TRICKS -


* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press Start 2 to slow game speed.


* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press Start 2 to stop and Start 1 to restart.


* Level Selection Mode : Turn 'Level selection mode' ON in dipswitch. In game, press Start 1 to select and Start 2 to restart.


* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.


* Defeating the Bosses :

1) FIRST BOSS : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly.

2) SECOND BOSS : First, clean your back of henchmen. Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang.

3) THIRD BOSS : Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough).

4) FOURTH BOSS : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the first boss. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history.

5) FIFTH BOSS : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.


- SERIES -


1. Spartan X (1984)

2. Spartan X 2 (Nintendo Famicom, 1991)


- PORTS -


* Consoles :

Atari 2600 (1984)

Nintendo Famicom (1985)

Atari 7800 (1989)

Nintendo Game Boy (1990)


* Computers :

Commodore C64 (1985)

Amstrad CPC (1986)

Apple II

$end

$info=kungfut,kungfuta,
$bio

Kung-Fu Taikun (c) 1984 Seibu Kaihatsu.


- TRIVIA -


The title of this game translates from Japanese as 'Kung Fu Big Boy'.

$end

$info=kurikint,kurikina,kurikinu,kurikinj,
$bio

Kuri Kinton (c) 1988 Taito.

Game ID : B42


- TRIVIA -


The title of this game translates from Japanese as 'Honor League Gold Association'. Note that there is a Japanese dish called 'kuri-kinton' which is mashed sweet potatoes and chestnuts.


This game runs on the Taito L System hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- UPDATES -


The prototype version has :

* Difficulty very unoptimized.

* DIPSWs invincibility and slow motion.

* No end credits.

* No water in level 2/3, only brown garbage instead.

* Some other minor things (graphic glitches vs. bosses, bad-oriented continue screen, etc).

* The green carpet in level 2 isn't animated.


- STAFF -


Creators : Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi

Hardwear designers : Hiroyuki Noguchi, Minoru Yoshimura

Sound designers : Masahiko Takagi, Yasuhisa Watanabe

Charactor designers : Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan

Publicity supervisor : Naoko Yoshida

Game designer : Kei. S

$end

$info=ksayakyu,
$bio

Kusayakyuu (c) 1985 Taito.

$end

$info=brkthruj,
$bio

Kyohkoh-Toppa (c) 1986 Data East.


- TRIVIA -


The title of this game translates from Japanese as 'Strong Journey Break Thru'.


This game is known outside Japan as "Break Thru".

$end

$info=kyros,
$bio

Kyros (c) 05/1987 Alpha Denshi.


- TRIVIA -


Licensed to World Games for manufacture and distribution.


This game is known in Japan as "Kyros no Yakata".


This arcade game is a port from an original computer game called 'Desolator' released in 1986 on the Atari ST.


- STAFF -


Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda

Sound : Satoshi Magitani

Designers : Pop House, Keniti Sakanishi

Producer : Hatsue Honba

Ochya Kumi : Tomoharu

Lunch : Wakana

$end

$info=kyrosj,
$bio

Kyros no Yakata (c) 1987 Alpha Denshi.


- TRIVIA -


The title of this game translates from Japanese as 'Kyros' Mansion'.


This game is known outside Japan as "Kyros".


This arcade game is a port from an original computer game called 'Desolator' released in 1986 on the Atari ST.


- STAFF -


Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda

Sound : Satoshi Magitani

Designers : Pop House, Keniti Sakanishi

Producer : Hatsue Honba

Ochya Kumi : Tomoharu

Lunch : Wakana

$end

$info=kyuhito,
$bio

Kyukyoku no Hito (c) 1988 Roller Tron.

$end

$info=dadandrn,
$bio

Kyukyoku Sentai Dadandarn (c) 1993 Konami.

Game ID : GX170


A trio of supervillains unleashes an army of gross mutants on earth on order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!


- TRIVIA -


The title of this game translates from Japanese as 'Ultimate Task Force Dadandarn'.


This game is known outside of Japan as "Monster Maulers".


This game runs on a "Mystic Warriors" based hardware.


The Kyukyoku Sentai Dadandarn main theme song can be heard in the first fight of the game (see Updates section for more info). The white text at the bottom of the screen at the beginning of the first fight tells the name of the song and singer. The name of the song is "Tatakae! Dadandarn" ("Fight! Dadandarn") - Sung by Shimon Masato.


Kyukyoku Sentai Dadandarn reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The titles usually follow the formula : two kanji + 'sentai' + silly 'Engrish', which Dadandarn follows to the letter. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.


This game can be seen being played in the second episode of the Japanese TV show "Ninja Sentai KakuRanger", which is part of the Super Sentai series explained above.


King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.


- UPDATES -


Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" :

*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.

*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.

* Eagle's nationality is unknown in Dadandarn, while he is an American in "Monster Maulers".


- STAFF -


Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy

Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume

Sound editor : Sakagon

Music : Koezou

Hardware : Pin, Grandpapa

Package : Popsky

Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater

Singer : Shimon Masato

Director : Kengo

Produce : Masa33

$end

$info=ktiger,
$bio

Kyukyoku Tiger (c) 10/1987 Toaplan.

Game ID : TP-011


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Ultimate Tiger'.


Licensed to Taito.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.


This game is known outside Japan as "Twin Cobra".


- UPDATES -


Difference between "Twin Cobra" and Kyukyoku Tiger :

* T.C. supports two simultaneous players.

* K.T. supports two players, but only one at a time.

* For this reason, it also supports Table Top cabinets.

* T.C. stores 3 characters for high scores.

* K.T. stores 6 characters for high scores.

* T.C. heroes are Red and Blue for player 1 and 2 respectively.

* K.T. heroes are grey for both players.

*T.C. dead remains of ground tanks are circular.

* K.T. dead remains of ground tanks always vary in shape.

* T.C. continues new hero and continued game at current position.

* K.T. continues new hero and continued game at predefined positions. After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.

* K.T. Due to this difference in continue sequence, Kyukyoku Tiger is MUCH harder, challenging and nearly impossible to complete !


- SERIES -


1. Kyukyoku Tiger (1987)

2. Kyukyoku Tiger II (1995)

3. Kyukyoku Tiger II Plus (1997, Sega Saturn)


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sony Playstation (1996, "Toaplan Shooting Battle 1")

Nintendo Famicom


* Computers :

Sharp X68000

$end

$info=ktiger2,
$bio

Kyukyoku Tiger II (c) 11/1995 Taito.

Game ID : E15


- TRIVIA -


The title of this game translates from Japanese as 'Ultimate Tiger II'.


Produced by Takumi corporation for Taito.


This game runs on the Taito F3 System hardware.


- SERIES -


1. Kyukyoku Tiger (1987)

2. Kyukyoku Tiger II (1995)

3. Kyukyoku Tiger II Plus (1997, Sega Saturn)

$end

$info=kyukaidk,kyukaido,
$bio

Kyuukai Douchuuki (c) 05/1990 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Baseball World Travel Journal'.


This game runs on the Namco System 2 hardware.


Characters from "Yokai Douchuuki" appear in this game.

$end

$info=labyrunr,labyrunk,
$bio

Labyrinth Runner (c) 1987 Konami.

Game ID : GX771


- TRIVIA -


This game is known outside Japan as "Trick Trap - 1771".


This game runs on the "Contra" hardware.


- STAFF -


Chief programmer : K. Takabayashi

Programmers : Masaya. M, T. Kondo

Charactor designers : Dr. Hide, N. Ishii

Sound editor : J. Kaneda

Producer : S. Idaka

$end

$info=ladybug,ladybugb,ladybugg,
$bio

Lady Bug (c) 10/1981 Universal.


In Lady Bug you guide a bug through a "Pac-Man" style maze, eating dots, and avoiding monsters. Collect letters to spell EXTRA for a bonus life (just like in "Mr. Do!"), and SPECIAL for a extra credit. The maze has rotating doors which are just enough to give the game a slightly different feel than the Pac-Man series.


- TRIVIA -


A proper Lady Bug arcade machine will be in a dedicated cabinet (specifically one of the ultra-curvy early Universal ones, "Mr. Do!", and many others used this same cabinet). Most games from Universal had no specific sideart, just a painted 'Universal' logo, and a couple of colored stripes. This makes it possible to actually convert one Universal title into another one, without any loss in value. The controls are a simple 4-Way joystick mounted in the center of the control panel. Finally, this game uses a standard resolution monitor mounted vertically.


A bootleg was made in 1983 by TAI on the "Galaxian" hardware.


A bootleg of this game is known as "Cocinella".


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1983)

$end

$info=ladyfrog,
$bio

Lady Frog (c) 1990 Mondial Games.

$end

$info=ladykill,
$bio

Lady Killer (c) 1993 Yanyaka.


- TRIVIA -


Licensed to Mitchell. This game is known in Japan as "Moeyo Gonta!!".


- SERIES -


1. Lady Killer (1993)

2. Party Time - Gonta The Diver II (1995)


- STAFF -


Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren

Sound : Y. Aoki, Saito

Soft : Mighty Boowy, Kinchan

Planning : 6th Sally

Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots

$end

$info=lagunar,
$bio

Laguna Racer (c) 09/1977 Midway.

Game ID : 622

$end

$info=landbrk,
$bio

Land Breaker (c) 1999 Eolith.

$end

$info=landmakr,landmkrp,
$bio

Land Maker (c) 06/1998 Taito.

Game ID : E61


- TRIVIA -


This game runs on the Taito F3 System hardware.


- UPDATES -


REVISION 1 (Japanese release) :

* Software version : 2.01 J

* Build date : 1998/06/01 16 :30


REVISION 2 :

* Software version : 2.02 O

* Build date : 1998/06/02 17 :00


- TIPS AND TRICKS -


* Aternative Gameplay : Press Shoot, Left, Right, Shoot on the titlescreen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on different stage layout.


- STAFF -


Art director & Character designer : Hisakazu Kato

Game director & Game designer : Seiichi Nakakuki

Programmers : TMR, Hikaru Taniguchi, Yasutaka Hayashi

Character designers : Akiyoshi Takada, Kazuhiro Fujimoto, Nobuhiro Osomi, Tohru Kawaishi

Game designer : Masahiro Nomura

Sound : Yasuhisa Watanabe, Katsuhisa Ishikawa, Kouji Urita, Norihiro Furukawa

Designer : Toshiyuki Takenami

Voices : Lisle "Weapon" Wilkerson, Brian Matt-Uhl

Land makers : Seiji Kawakami, Keppel Maekawa, Nobuaki Kuroki, Naomitsu Abe, Yousuke Tsuda, Youichiro Kugimiya, Takayuki Tsuchiya, Naoto Ohmura


- PORTS -


* Consoles :

Sony PlayStation (1999)

$end

$info=lsasquad,
$bio

Land Sea Air Squad (c) 1986 Taito.

Game ID : A64


- TRIVIA -


This game is also known as "Storming Party" and is known in Japan as "Riku Kai Kuu Saizensen" (translates from Japanese as 'Land Sea Air Frontline').


- STAFF -


Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro

$end

$info=landgear,
$bio

Landing Gear (c) 1995 Taito.


- TRIVIA -


This game runs on the Taito JC System hardware.

$end

$info=lvgirl94,
$bio

Las Vegas Girl - Girl '94 (c) 1994 Comad.


Columns-like game with pictures of nude girls!


- TRIVIA -


This game shares the same music with "Zero Zone", another Comad game.

$end

$info=laser,
$bio

Laser (c) 1980.


- UPDATES -


Unlike Space Laser :

* The ships moving horizontally across the screen are not always solid but flash on and off.

* This game is one or two player.

* Was designed for a cocktail cabinet.

$end

$info=lghost,
$bio

Laser Ghost (c) 1991 Sega.


A machine gun game where up to three players blast away at ghosts.


- TRIVIA -


This game runs on the Sega System 18 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991.

$end

$info=lasso,
$bio

Lasso (c) 1982 SNK.

Game ID : 'WM'

$end

$info=lastbld2,
$bio

The Last Blade 2 (c) 11/1998 SNK.

Game ID : 0243


Much-acclaimed swordplay fighter with 16 selectable characters and one end boss. Another SNK triumph!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi : Tsuki ni Saku Hana, Chiri Yuku Hana" (translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman in the Moonlight : The Flower That Blossoms In The Moon, The Flower That Turns To Dust').


This game runs on the SNK Neo-Geo MVS hardware.


Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan).


Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung.


Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends.


- UPDATES -


In the original (Japanese) version of Last Blade 2, each of the three modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'.

These three modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release.

However, one case where the modes were literally translated remain.

If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'.

A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names.


- TIPS AND TRICKS -


* Play As Kaede From Last Blade : Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.


* Play As Kouryu : Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS!


* Hagure Hitogata Appearance : Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.


* Naoe Kotetsu Appearance : Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.


* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start.


* Unlock EX Mode : At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!


* Contest? : If you finish the game in one credit, a password is given to you (The Password is 'Elephant'). This password can be entered in the official LB2 Internet page. This contest was available between 11/1998 and 04/1999.


- SERIES -


1. The Last Blade (1997)

2. The Last Blade 2 (1998)


- STAFF -


* Voice Actors :

Hyo Amano : Akio Ohtsuka

Genbu no Okina : Shigehumi Nakai

Akari Ichijou : Mayuko Omimura

Kaede : Suizu Kouji

Shinnosuke Kagami : Makoto Awane

Juzoh Kanzaki : Taison Ohya

Lee Rekka : Jun Hashimoto

Moriya Minakata : Jun Hashimoto

Mukuro : Monster Maetsuka

Shigen Naoe : Enma Itou

Kojiroh Sanada : Satomi Nakatani

Setsuna : Takaya Yamauchi

Hibiki Takane : Kyouko Hikami

Keiichiro Washizuka : Katsuyuki Konishi

Yuki : Hazuki Nishikawa

Zantetsu : Ohtomo Ryuzaburo

Kouryu : Kouji Ishii


- PORTS -


* Consoles :

SNK Neo-Geo CD (1999)

Sega Dreamcast (2001)

$end

$info=lastblad,lastblda,
$bio

The Last Blade (c) 11/1997 SNK.

Game ID : 0234


Japanese weapons-based fighter featuring beautiful artwork and sound. Twelve selectable characters and two end bosses.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Bakumatsu Roman - Gekka no Kenshi" (translates from Japanese as 'Bakumatsu Romance - Swordsman In The Moonlight').


This game runs on the SNK Neo-Geo MVS hardware.


Parts of Gekka no Kenshi was based off of the manga 'Rurouni Kenshin'.


The Bakumatsu period of Japan (1860-1899) represents the opening of Japanese ports to foreigners. The Last Blade is set during this time period and you can see Europeans in some backgrounds, as well as some European dress influences on some characters.


This game has a lot to do with Japanese religion. In what little understanding of Japanese culture, there are four gods in Japanese mythology : Seiryuu (blue dragon), Suzaku (red phoenix), Byakko (white tiger) and Genbu. Each god is associated with a direction : Byakko with west, Seiryuu with east, Genbu with north and Suzaku in the south. The four gods also seem to be portrayed in an identical manner : Suzaku is often seen as a renegade of sorts, Genbu is often wise, Byakko seems to be strong and Seiryuu seems to be the role of the protagonist. To this end, the four characters that are avatars to these gods in Gekka no Kenshi (Kaede, Okina, Shigen and Kagami) seem to fit the gods themselves to a tee (Kaede to Seiryuu, Okina to Genbu, Shigen to Byakko and Kagami to Suzaku). However, there may be one (unintentional) reference to the entire fighting game itself. These four characters may very well represent the four popular styles of characters found in nearly fighting game :

Kaede is a Shotokan-style character. This type of character, of course, is the earliest type of fighting game character (as early fighting games always had the protagonist be proficient in some form of karate). However, ever since the release of "Street Fighter II - The World Warrior", a Shoto-character refers to a character with similar moves to that of Ryu and Ken from that game, or more specifically, a character with a projectile and a built upper. Kaede fits this property well : his Ittou Hayate is a projectile (much like Ryu's Hadou Ken) and his Ittou Kuuga is a built upper (like Ken's Shoryuu Ken). Of course, Kaede may also be a nod to that of SNK's first fighting game protagonist (Terry Bogard) as well : his Kasshin Fukuryuu super is in the style of Terry's Power Geyser. To this day, many fighting game characters are known as Shoto characters - their simplicity can't be beat.

Shigen is a large character. Large characters come generally in two flavors : the power character and the grappler (Shigen himself is a mix of both). Power characters generally don't move much but deal lots of damage per hit. Grapplers are those whose special moves are mainly throws. These characters tend to last longer because of their size, but have a weakness that they have either short range or are slow (or, in the case of some characters, overly complicated moves).

Okina may be described as a turtler. This may seem like an inside joke (Okina, in his profile, refers to his family as a bunch of turtles), but it sometimes make sense.

Jokes aside, turtlers are not exactly a type of character, but a type of player. That is, a turtler is a player who tend to block attacks a lot.

Charge characters (ie. those whose repetoire of moves are mainly charge moves) generally fall into this category, as it is often that they need to remain in a blocking position in order to get their charges and counterattack.

Over the years, there have been many incentives to stray away from this style (as well as derivatives thereof, such as ticking), such as guard breaks, overheads, low attacks, shorter charges and unblockable moves.

Granted, the turtler is not as big as a factor as it used to be (the most popular character in "Street Fighter II - The World Warrior" was Guile because of his turtling and ticking abilities), but Okina's reference to turtles remains.

Kagami, of course, continues SNK's tradition of making cheap-ass characters for final bosses.


Akari and Juzoh are the comedic relief characters in the Gekka series : Juzoh is seen in Akari's stage if Akari is fighting (and obviously, if Akari is not fighting Juzoh). Likewise, Akari can be seen in Juzoh's stage if Juzoh is fighting (and if Juzoh isn't fighting against Akari).


- TIPS AND TRICKS -


* Play As Musashi : At the character selection screen, press C(x6), B(x3) and C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!


* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start.


* Alternate Costume Colors : Press Start when selecting a fighter at the character selection screen.


- SERIES -


1. The Last Blade (1997)

2. The Last Blade 2 (1998)


- STAFF -


Executive producer : H. Matsumoto

Producer : Akira G.

Director : Kim-Ken, Wakama2, Swery 65%


* Front Designers :

Kaede : Tony Oki, Sumicho, Y. Kashiba, Okame Kiyoshi

Amano : Rolly (R)

Moriya : Heitarou

Musashi : Ponta

Yuki : (c)Fukatsu

Akari : Pinkey

Okina : Horipu-, Gowada", Ichikawa

Shigen : Terarin.

Juroh : S. Reiko

Shikyoh : Shige

Washiruka : H. Taniguchi

Zantetsu : S. Sasada

Kagami : Ishii303#

Lee : Yuko


* Back Designers :

Juroh Stage, Washizuka Stage : Take Pyon

Lee Stage, Kagami Stage : Muramama

Yuki Stage, Shikyo Stage : Daisuke

Moriya Stage, Zantetsu Stage : Eiko

Kaede Stage, Akari Stage : Wadamo

Amano Stage, Shigen Stage : Hidena J

Okina Stage, Musashi Stage : Simiji


Sound : Yassun, Tate_Norio, Brother-Hige, Zoe, Okan

Tool staff : K. Miyazaki, M. Hashimoto, O. Daimon, T. Kanehiro, K. Hamamoto

Adjusters : K. Asai, Game King, M-Panic!

Programmers : Yuritaro, Hiropon-MK2, Naoyan


* Demo Section :

Direction : Swery 100%

Graphics : Wadamo

Programming : Naoyan


* Voice Actors :

Musashi Akatsuki : Franky Nakamura

Hyo Amano : Akio Ohtsuka

Genbu no Okina : Shigehumi Nakai

Akari Ichijou : Mayuko Omimura

Kaede : Suizu Kouji

Shinnosuke Kagami : Makoto Awane

Juzoh Kanzaki : Taison Ohya

Lee Rekka : Jun Hashimoto

Moriya Minakata : Jun Hashimoto

Shigen Naoe : Enma Itou

Shikyoh : Monster Maetsuka

Keiichiro Washizuka : Katsuyuki Konishi

Yuki : Hazuki Nishikawa

Zantetsu : Ohtomo Ryuzaburo


- PORTS -


* Consoles :

SNK Neo-Geo CD (1998)

Sony PlayStation (1999)

$end

$info=lastbrnx,lastbrnj,
$bio

Last Bronx (c) 1996 Sega.

$end

$info=lastday,lastdaya,
$bio

The Last Day (c) 1990 Dooyong.


- STAFF -


Directed by : J. S. Hong

Main software : J. H. Park, H. S. Ryou, D. C. Jeong

Hardware designer : C. D. Kim

PCB artwork : S. W. Lee

Character designer : M. R. Oh

Animation designer : M. S. Lee

Background designer : S. G. Kang, K. H. Choi, I. S. Yi, H. C. Sin

Music : I. G. Kang

Sound effects : S. H. Lee

Music software : Y. C. No

$end

$info=lastduel,lstduela,lstduelb,
$bio

Last Duel - Inter Planet War 2012 (c) 07/1988 Capcom.


- STAFF -


Character designers : Donarudo Chiyo, Travail Kuniko, Tanado Oyu, Chakkari Minoru, Kuntakinte Ito, Hyper Kaz, Pradox Koichi

Music and sound : Tamayo Kawamoto (Golden Tamayo)

Programmers : Popo Yumiko, Yuzoh

Planning : Moomin Hiroyuki

Director : Piston Takashi


- PORTS -


* Computers :

Commodore C64 (1988)

Commodore Amiga (1988)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Atari ST (1989)

$end

$info=lastfort,lastfero,lastforg,
$bio

Last Fortress - Paitoride (c) 1994 Metro.

Game ID : VG420


Solitaire mahjong game.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Tile Fortress'.


- SERIES -


1. Last Fortress - Paitoride (1994)

2. Paitoride II - Adauchi Gaiden (1994)

3. Dai Paitoride (1996)

$end

$info=lastmisn,lastmsno,lastmsnj,
$bio

Last Mission (c) 10/1986 Data East.


- TRIVIA -


Game programmers used a Millennium 95085 Microsystem Emulator to program this game.


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- STAFF -


Game designer : Akira Sakuma

Advice : Yuji Gonod

Character designers : Harumi Nomura, Atsushi Kushima, Shinji Noda, Kouji Akibayashi, Super, Tak

Music composers : Yukihiko Kitahara, Michiya Hirasawa, A2usa Hara

Sound programmers : Tatsuo Yamaguchi


* Software :

System designer / Game programmer : Akira Sakuma

Assistant : Satoshi Imamura

Security CPU control : Tsuyoshi Hitazawa


* Hardware :

Prototype designer : Kenji Nishikawa

Engineers : Tomotaka Osada, Kenichi Fujimoto


- PORTS -


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum

$end

$info=lresort,
$bio

Last Resort (c) 03/1992 SNK.

Game ID : 0024


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.


- STAFF -


Producer : Yasumi Tozono

Designers : Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Saori Etoh, Eri Koujitani

Sound : Toshio Shimizm, Tatenorio Yamate

Programmer : Takefumi -Syndicate- Yamamoto


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=kyustrkr,
$bio

Last Striker (c) 1989 East Technology.


- TRIVIA -


This game is known in Japan as "Kyuukyoku no Striker" (translates from Japanese as 'Final Striker').


- SERIES -


Planner : K. Kizaki

Programmers : H. Ikeda, E. Ogura, K. Kihara, T. Katayanagi

Graphic designers : T. Toshima, May-Kobayashi, A. Suzuki, Ichikawa

Music composer : Takaro. N

Sound programmer : A. Inoue

Voice : Cheer Girl

$end

$info=lazercmd,
$bio

Lazer Command (c) 10/1976 Meadows Games.


You have an overhead view of a maze with two sides, the sides mirror each other. The left side of the screen is yellow, and the right side is green. On each side are fifteen tanks. The object is to blow up all of the oppossing players tanks (or as many as you can before the timer runs out). You can only control one tank at a time, you can move them around and blast your opponents tanks (getting the active one is usually a good idea). When you get blasted, your tank vanishes, and you must move a little blip over to another tank to resume play (this blip is invisible unless it is against a wall). You can also leave your tank and head for another one by pressing the second button. This is just a great strategic title, it holds up even today. It is really worth playing if you like that sort of thing. Just be aware that this is a two player only title, so you will need a friend to play against.


- TRIVIA -


Lazer Command had one ugly cabinet. It was just a big yellow box without any curves or angles at all. The control panel had two large 4-Way joysticks, that each had two fire buttons, these did not have a ball on top or anything like that, they were kind of like bicycle handgrips with fire buttons. The machine had sticker style sideart, which was a circle with an explosion inside that said 'Lazer Command'. The marquee was rather plain, and was simply labeled with the title in red letters, while the monitor bezel had detailed game instructions printed on it. The monitor was a black and white monochrome model with a green and yellow overlay.

$end

$info=lbowling,
$bio

League Bowling (c) 12/1990 SNK.

Game ID : 0019


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Nadia from Secret of Blue Water make a cameo in this game. She appears on the background (e.g : when you choose your hand, left or right, at the begin).


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=ledstorm,
$bio

Led Storm (c) 1988 Capcom.


- TRIVIA -


LED stand for 'Lazer Enhanced Destruction'.


This game is also known as "Mad Gear".


- STAFF -


Plan : Piston Takashi, Tomoshi Sadamoto

Game designer : Tomoshi Sadamoto

Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa

Character designer : K. Ashenden

Art : Puttun. midori, Inu, Innocent Saicho

Sound : Ogeretsukun

Hard : Masayan


- PORTS -


* Computers :

Amstrad CPC (1988)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Commodore Amiga (1989)

$end

$info=fitegolf,fitegol2,
$bio

Lee Trevino's Fighting Golf (c) 05/1988 SNK.

Game ID : 'GU'


- TRIVIA -


This game is also known as "Country Club".


Note : Born on december 1, 1939 at Dallas, Lee B. Trevino is one of the legends of the golf world.


- PORTS -


* Consoles :

Nintendo Famicom (1988)

$end

$info=legend,
$bio

Legend (c) 19?? Sega / Coreland.


- STAFF -


Miki Harada, Kamei Abe, Tanaka Inoue, Nakayama Maruyama

$end

$info=loht,
$bio

Legend of Hero Tonma (c) 04/1989 Irem.


- TRIVIA -


This game runs on the Irem M-72 system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on 21/09/1989.


- STAFF -


Music composed by : GEEO


- PORTS -


* Consoles :

NEC PC Engine (1991)

$end

$info=lkage,lkageb,lkageb2,lkageb3,
$bio

The Legend of Kage (c) 1984 Taito.

Game ID : A54


At the end of the Edo Period (late 19th century) in Japan, a Corps formed by the evils, which had come back to life from the Devil's World, was terrifying people all over the country. One day the princess 'Kiri', a daughter of the lord, was kidnapped by the Corps. In order to save her from them, a number of militia were sent to the Corps' Headquarters, but none of them ever returned. Then one young man headed for the Corps' Headquarters to save the princess. His name 'Kage', a ninja from Iga Village.


- STAFF -


Music by : Hisayoshi Ogura


- PORTS -


* Consoles :

Nintendo Famicom (1986)


* Computers :

Amstrad CPC (1987)

MSX

$end

$info=lomakai,
$bio

Legend of Makai (c) 10/1988 Jaleco.


- TRIVIA -


This game is known in Japan as "Makai Densetsu".


This game runs on the Jaleco Mega System 1-Z system hardware.


- STAFF -


Sound composers : Shizuyoshi Okamura, K (Tecchan)

$end

$info=silkroad,
$bio

The Legend of Silkroad (c) 1999 Unico Electronics.

Game ID : SR2001A


Chinese heroes attempt to rid the Orient of the evil mystical warlord and his enemies.


- STAFF -


Game planner : Jong-yong Na

Character designers : Gi-seon Lee, Gi-hong Kim, Sung-oK Moon

Map designers : Jong-yong Na

Effect designers : Jong-yong Na, Woo-jin Park

Main programmer : Eun-joong Koo

Assistant programmer : Chul-Joong Kwack

Music composer : Dae-yong Kweon

Hardware designer : Jeong-ok Chun

Director : Eun-joong Koo

$end

$info=legendos,
$bio

Legend of Success Joe (c) 07/1991 Wave / SNK.

Game ID : 0029


Beat-'em-up/boxing game with a Rocky-like storyline.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


This game is known in Japan as "Ashita no Joe Densetsu" (translates from Japanese as 'Legend of Tomorrow's Joe').


This game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine.


- SERIES -


1. Ashita no Joe (1990)

2. Legend of Success Joe (1991)


- STAFF -


Original author : Asao Takamori

Original picture : Tetsuya Chiba

Chief programmer : Hirofumi Sakaue

Assistance programmer : Takashi Iehara

Chief character designer : Koji Tomoto

Assistance designer : Kenichiro Matsumoto

Total producer : Teruo Ohira


- PORTS -


* Consoles :

Nintendo Super Famicom (1992, "Ashita no Joe Boxing")

$end

$info=lwings,lwings2,
$bio

Legendary Wings (c) 11/1986 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Ares No Tsubasa - The Legendary Soldiers".


This game runs on the "Section Z" hardware.


- UPDATES -


In Legendary Wings (Set 1), the main characters are replaced by men instead of women in "Ares No Tsubasa" and Legendary Wings (Set 2).


- TIPS AND TRICKS -


* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot.


- STAFF -


Music composed by : Tamayo Kawamoto


- PORTS -


* Consoles :

Nintendo Famicom (1988)

$end

$info=legion,legiono,
$bio

Legion (c) 1987 Nichibutsu.


- UPDATES -


* 1.05

* 2.03

$end

$info=legionna,legionnu,
$bio

Legionnaire (c) 1992 TAD.


- TRIVIA -


Licensed to Fabtek for American distribution.

$end

$info=lemmings,
$bio

Lemmings (c) 1991 Data East.


- TRIVIA -


This prototype arcade version is a port from an orginal computer game released in 1990 on the Commodore Amiga (and was later ported to Atari ST, and then even later for others computers and consoles).


- SERIES -


1. Lemmings (1990, Commodore Amiga)

2. Oh No! More Lemmings (1991, Commodore Amiga)

3. Lemmings 2 - The Tribes (1993, Commodore Amiga)

4. The Lemmings Chronicles (1994, IBM PC-DOS)

$end

$info=leprechn,leprechp,
$bio

Leprechaun (c) 1982 Tong Electronic.


- TRIVIA -


Also licensed to Pacific Polytechnical for manufacture and distribution.


This game is also known as "Pot of Gold".

$end

$info=crshrace,crshrac2,
$bio

Lethal Crash Race (c) 1993 Video System.


- TRIVIA -


Licensed to Mc O'River for US and Canada manufacture and distribution.


This game is known in Japan as "Bakuretsu Crash Race" (translates from Japanese as 'Exploding Crash Race').

$end

$info=lethalen,lethalej,
$bio

Lethal Enforcers (c) 1992 Konami.

Game ID : GX191


- TRIVIA -


This game runs on a "Xexex" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993.


- SERIES -


1. Lethal Enforcers (1992)

2. Lethal Enforcers II - Gun Fighters (1994)


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega-CD

Sony PlayStation (1997, "Lethal Enforcers I & II")

$end

$info=le2,le2u,le2j,
$bio

Lethal Enforcers II - Gun Fighters (c) 1994 Konami.

Game ID : GX312


Western style shooting game featuring digitised characters.


- TRIVIA -


This game runs on the Konami GX hardware.


- SERIES -


1. Lethal Enforcers (1992)

2. Lethal Enforcers II - Gun Fighters (1994)


- STAFF -


* Staff : Yoshiaki Hatano, Jun Narita, Steve Johnson, Tetsuya Wada, T. Sekito, Yuichi Sakakura, Masahiro Ueno, Norio Takemoto, A. Nonami, H. Matsuura, T. Murayama, T. Maki, Toshiyuki Kakuta

* Cast : Angela Wolf, Bill Lenkowski, Bonnie Geils, Dan Monaghan, Debbie Puglia, George Limonez, Jennifer Lenarz, John Malek, Josie Nawrot, Juan Venecia, Jun Narita, Kathie McCarthy, Kay Wolf Jones, Kevin O'Donohue, Laura Fanella, Linda Nelson, Mark Porwit, Marlyse Cohen, Masahiro Ueno, Matt Chang, Meg Benes, Michael Blaustein, Michael Koziol, Michael Rudowicz, Michael Smith, Mike Gallo, Mike Rubin, Morlot Williams, Norio Takemoto, Patrick Kamka, Randy Severin, Renee Henry, Rich Wisniewski, Richard Rush, Rudy Rivera, Steve Bolf, Steve Jackson, Steve Johnson, Tetsuya Wada, Tina Ferguson, Xyla Gatilao, Yoshiaki Hatano


- PORTS -


* Consoles :

Sega Mega Drive (1994)

Sega Mega-CD (1994)

Sony PlayStation (1997, "Lethal Enforcers I & II")

$end

$info=lethalj,
$bio

Lethal Justice (c) 1996 The Game Room.


- TRIVIA -


An homage for 'Landerland Coin-op Laundry' appears in a level.


- STAFF -


Designed and programmed by : Kyle Hodgetts

$end

$info=lethalth,
$bio

Lethal Thunder (c) 1991 Irem.


- TRIVIA -


This game is known in Japan as "Thunder Blaster".


This game runs on the Irem M-92 system hardware.

$end

$info=levers,
$bio

Levers (c) 06/1983 Rock-ola.

$end

$info=liblrabl,
$bio

Libble Rabble (c) 12/1983 Namco.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Turn off the service mode switch and turn it on again quickly to remain on the monitor test grid.

3) Enter the following sequence using the right joystick : Up(x9), Right(x2), Down(x9), Left(x2). '(c) 1983 NAMCO LTD.' will appear on the screen.


- STAFF -


Designed by : Toru Iwatani

Music by : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

FM Towns Marty


* Computers :

Sharp X68000 (1993)

$end

$info=liberate,liberatb,
$bio

Liberation (c) 1984 Data East.


- TRIVIA -


This game is known in US as "Dual Assault".


A bootleg of this game was produced under the same name in 1985 by Life System Seoul.


- STAFF -


I. Fushiki, D. Kohama, Y. Ohba, K. Nishikawa

$end

$info=liberatr,liberat2,
$bio

Liberator (c) 11/1982 Atari.

Game ID : 136012


- TRIVIA -


Liberator features the character Commander Martin Champion of the Atari Force mini-comic books. This limited series was made by DC Comics for Atari and was packaged with certain science-fiction themed games for the Atari 2600 console, including "Star Raiders" and "Defender". The mini-comics spinned off into a full size Atari Force comic series and the Star Raiders graphic novel.


Approximately 760 units were produced.


- STAFF -


Designed and programmed by : Dennis Harper


- PORTS -


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=lifefrce,lifefrcj,
$bio

Lifeforce (c) 10/1986 Konami.

Game ID : GX587


- TRIVIA -


This game is known as "Salamander" in Japan, but it was re-released one year later in Japan as "Lifeforce" (06/1987).


Apolon released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986.

King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992.

Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamnder Arcade Soundtrack - KOLA-030) on 09/04/2003.


- UPDATES -


Salamander, the original japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.

Lifeforce, the US release, is just like the Japanese original only with slighty different color palettes.

Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.


- STAFF -


Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa

Video graphic designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando

Sound editors : Yoshiaki Hatano, Miki Higashino

Engineer : Yasushi Furukawa


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sega Saturn (1997, "Salamander Deluxe pack Plus")

$end

$info=lightbr,
$bio

Lightbringer (c) 02/1994 Taito.

Game ID : D69


Four mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat-'em-ups.


- TRIVIA -


This game is known outside Japan as "Dungeon Magic".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994.


- STAFF -


Project leader : Keppel Maekawa

Game designers : Keppel Maekawa, Turtle Mizukami, Mucha

Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa

Character designer : Kawamoyan

Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto

All music and sound effects : Nakayama Jyotohei (Zuntata)

Music sound effects director : Hisayoshi Ogura (Zuntata)

Instructions : Naoto Hashizume

Image illustration : Kouichirou Yonemura

Hardware works : Hironobu Suzuki, Katumi Kaneoka

$end

$info=lgtnfght,
$bio

Lightning Fighters (c) 05/1990 Konami.

Game ID : GX939


- TRIVIA -


This game is known in Japan as "Trigon".


This game runs on the TMNT2 hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- STAFF -


Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae

Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku

Sound editors : K. Matsubara, K. Yamane

Engineers : M. Idaka, H. Matsuura

Title designers : M. Yoshihashi, H. Matsuda

$end

$info=loffire,
$bio

Line of Fire (c) 1990 Sega.


- TRIVIA -


This game runs on the "After Burner" hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.


- PORTS -


* Computers :

Amstrad CPC (1990)

Atari ST (1990)

Commodore C64 (1990)

Commodore Amiga (1990)

Sinclair ZX Spectrum (1990)

$end

$info=liquidk,liquidku,
$bio

Liquid Kids (c) 09/1990 Taito.

Game ID : C49 (F2-System No. 7)


- TRIVIA -


This game is known in Japan as "Mizubaku Adventure".


This game runs on the Taito F2 hardware.


Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi from "The New Zealand Story".


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Teddy Bear Cheat : In the demo mode during the attract mode, press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen.


- PORTS -


* Consoles :

NEC PC Engine (1992)

$end

$info=ltcasino,
$bio

Little Casino (c) 1982 Digital Control.


- SERIES -


1. Little Casino (1982)

2. Little Casino 2 (1984)

$end

$info=ltcasin2,
$bio

Little Casino 2 (c) 1984 Digital Control.


- SERIES -


1. Little Casino (1982)

2. Little Casino 2 (1984)

$end

$info=livegal,
$bio

Live Gal (c) 05/1987 Central Denshi.

$end

$info=lizwiz,
$bio

Lizard Wizard (c) 11/1985 Techstar.


- TRIVIA -


Licensed to Sunn.

$end

$info=lnc,
$bio

Lock'n'Chase (c) 04/1981 Data East.


- PORTS -


* Consoles :

Mattel Intellivision (1982)

Atari 2600 (1982)

Nintendo Game Boy

$end

$info=lockload,
$bio

Locked 'n Loaded (c) 1994 Data East.

Game ID : MBM


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dunk Dream, Gun Hard - PCCB-00173) on 20/01/1995.


- STAFF -


Sound composer : Hiroaki Yoshida (MARO)

$end

$info=locomotn,
$bio

Loco-Motion (c) 03/1982 Konami.

Game ID : GX359


- TRIVIA -


Licensed to Centuri for US manufacture and distribution (04/1982).


This game is also known as "Guttang Gottong".


- PORTS -


* Consoles :

Mattel Intellivision (1982)

Atari 2600 (1983)

$end

$info=ldrun,ldruna,
$bio

Lode Runner (c) 07/1984 Broderbund.


- TRIVIA -


Licensed to Irem for manufacture and production, this arcade game runs on the Irem M-62 system hardware.


Lode Runner has been available on many different platforms over the years. The game was originally developed by by Douglas Smith in Fortran on a VAX 1 owned by the University of Washington. While under development the game was disguised as a program called 'graph' which when executed would request a function. Unless the user entered the correct password the program would crash. Eventually the password became common knowledge among the students and often nearly all of the users on the system would be running the program. When it was completed the game was rechristened 'Kong'. Eventually Doug rewrote the game in 6502 Assembly on an Apple II+ he borrowed from a friend (this time renaming it "Miner"). In 1983 the game was picked up by Broderbund and Doug dropped out of school to work on it full time. Although Broderbund is now owned by Mattel Interactive, Mr. Smith still owns the rights to Lode Runner.


The Bungeling Empire, made famous in the Lode Runner series, is also the antagonist in "Vs. Raid On Bungeling Bay". Both games were developed by Broderbund Software.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Majin No Fukkatsu (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=ldrun3,
$bio

Lode Runner III - Golden Labyrinth (c) 11/1985 Broderbund.


- TRIVIA -


This game is known in Japan as "Lode Runner - Majin No Fukkatsu".


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Golden Labyrinth (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=ldrun3jp,
$bio

Lode Runner - Majin No Fukkatsu (c) 11/1985 Broderbund.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Resurrection of the Demon'.


This game is known outside Japan as "Lode Runner - Golden Labyrinth".


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Majin No Fukkatsu (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=ldrun4,
$bio

Lode Runner - Teikoku Kara no Dasshutsu (c) 11/1986 Broderbund.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Escape From the Empire'.


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Majin No Fukkatsu (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=ldrun2,
$bio

Lode Runner - The Bungeling Strikes Back (c) 02/1985 Broderbund.


- TRIVIA -


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Majin No Fukkatsu (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=loderndf,loderdfa,
$bio

Lode Runner - The Dig Fight (c) 2000 Psikyo.


- TRIVIA -


Most of the PCB's were updated to 'Ver. B' at the factory, so the 'Ver. A' is very rare.


- TIPS AND TRICKS -


* Maintenance Code : In test mode enter this code...

5-0-8-2-0 : Some nice features appear include stages select, obj test, ect... and a complete Map editor!!


- SERIES -


1. Lode Runner (1984)

2. Lode Runner - The Bungeling Strikes Back (1985)

3. Lode Runner - Majin No Fukkatsu (1985)

4. Lode Runner - Teikoku Karano Dasshutsu (1986)

5. Lode Runner - The Dig Fight (2000)

$end

$info=logger,
$bio

Logger (c) 1982 Century Electronics.

$end

$info=logicpro,
$bio

Logic Pro (c) 10/1996 Deniam.


- TRIVIA -


This game is known in Germany as "Croquis".


This game runs on the Deniam-16b hardware.


- SERIES -


1. Logic Pro (1996)

2. Logic Pro 2 (1997)


- STAFF -


Programmers : Jun-Young Kim, Kwanny

Graphic designers : Sang-Won Lee, Bong-Gun Shin

H/W Manager : Min-Hong Park

Musician : Coo-Hee Kwon

Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim

Planner : Jun-Young Kim

Director : Sang-Chul Lee

$end

$info=logicpr2,
$bio

Logic Pro 2 (c) 06/1997 Deniam.


- TRIVIA -


This game runs on the Deniam-16c hardware.


- SERIES -


1. Logic Pro (1996)

2. Logic Pro 2 (1997)


- STAFF -


Executive producer : Jungyul Kim

Game designer : Bonggun Shin

Lead Programmer : Kwanhee Seo

Senior Programmers : Kwanny, KhanW, Sopepos

Tool programmers : Kwanny, Hermit, Sopepos

Sound Programmer : Kwanny

Art director / Illustrations : Bonggun Shin

Graphic designers : Bonggun Shin, Haejin Kim, Sangwon Lee

3D graphic artwork : Haejin Kim

C.G advisor : Seunghoon Park, Deesis

Music : Baeheon Kim

Sound designers : Baeheon Kim, Kwanhee Seo

Voices : Sevngho Cha, Hyunjung Jang, Piljin Kim, Keiko Ishizaka

Voice editer : Baeheon Kim

Game quality supervisor : Junyoung Kim

Puzzle makers : Sangwon Lee, Haejin Kim, Donghun Park, Gioh Hong

H/W PCB design : Myungsoo Ryu

H/W design supervisors : Sangcheul Lee, Junyoung Kim

H/W part : Bumsuk Kim, Jincheul Kim, Changwan Park, Hyoungkyu Choi, Heeyoung Kwak

Management : Songcheul Lee

$end

$info=lhb,
$bio

Long Hu Bang (c) 199? IGS.

$end

$info=looper,
$bio

Looper (c) 1982 Orca.


- TRIVIA -


This game is also known as "Changes".

$end

$info=looping,loopinga,
$bio

Looping (c) 04/1982 Video Games GMBH.


- TRIVIA -


Licensed to Venture Line for US manufacture and distribution.


Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)). When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and Looping (1982).


- SERIES -


1. Looping (1982)

2. Sky Bumper (1982)


- PORTS -


* Consoles :

Colecovision (1983)

$end

$info=lordgun,
$bio

Lord of Gun (c) 1994 IGS.

$end

$info=lordofk,
$bio

The Lord Of King (c) 11/1989 Jaleco.


An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :)


- TRIVIA -


This game is known in US as "The Astyanax".


This game runs on the Jaleco Mega System 1-A system hardware.


- STAFF -


Producer & Director : Tokuhiro Takemori

Game designers : Tokuhiro Takemori, Nenko

Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh

Programmed by : Satoru K.

Music composed by : Kiyoshi Yokoyama

$end

$info=losttomb,losttmbh,
$bio

Lost Tomb (c) 01/1982 Stern Electronics.


- TRIVIA -


This game runs on the "Scramble" hardware.


Stern has introduced its first conversion kit with the release of Lost Tomb.


- STAFF -


Designed and programmed by : Dan Lee

$end

$info=lostwrld,
$bio

Lost Worlds (c) 07/1988 Capcom.


In the future, a powerful enemy force has seized an inhabited planet now known as the Dust World and it is up to two unknown soldiers to try to obliterate the invaders and restore their planet's former name : 'Earth'. Features excellent graphics with awesome enemy designs, LOTS of weapons to buy and a solid challenge!

Controlled with an 8-way joystick, a spinner and one button.


- TRIVIA -


This game is known outside Japan as "Forgotten Worlds".


This game runs on the Capcom Play System hardware (CPS).


Lost Worlds is NOT the sequel to "Black Tiger" but he shares several similitudes with it : In both games the player must fight dragons, collect 'ZENNY' money and buy weapons and armour in shops. Also, both games have intros depicting dragons attacking cities.


The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character would appear in "Final Fight" as an enemy member of Mad Gear. He was then called 'Two P' (for 2P, 'player 2').


- STAFF -


Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto

Soft programmers : Youchi, Noriko, Takako, Nouchi

Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro

Scroll designers : Mikichan (Mik), Hanachan, Kuramoyan, Nouochan, Black man

Sound : Tamayo Kawamoto, Yukichan, No papa

Hardware : Shinji Kuchino

Mechatronics : Katuhiko Kamimori

$end

$info=lotlot,
$bio

Lot Lot (c) 09/1985 Tokuma Shoten.


- TRIVIA -


Licensed to Irem.


This game runs on the Irem M-62 system hardware.


- PORTS -


* Consoles :

Nintendp NES (1985)

$end

$info=lottofun,
$bio

Lotto Fun (c) 19?? H.A.R. Management.


Lotto Fun is a 'ping pong balls in a blower' type lottery game.


- TRIVIA -


This game runs on the "Defender" hardware.


- STAFF -


Graphics by : Jeff Lee

$end

$info=lvcards,
$bio

Lovely Cards (c) 1985 Tehkan.


Amusement only gambling game, based heavily on the actual gambling game "Lovely Poker" by the same developers.

$end

$info=janjans1,
$bio

Lovely Pop Mahjong Jan Jan Shimasyo (c) 1996 Visco.


A mahjong game with extensive anime sequences. Mahjong matches are played against members of an all-female pop group called 'VisKiss'.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Let's Play Lovely Pop Mahjong Jong Jong'.


- SERIES -


1. Super Real Hanafuda Koi Koi Shimasyo

2. Lovely Pop Mahjong Jan Jan Shimasyo (1996)

3. Super Real Hanafuda Koi Koi Shimasyo 2

4. Lovely Pop 2-in-1 Jan Jan Koi Shimasyo

$end

$info=luckywld,
$bio

Lucky & Wild (c) 1992 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.


- STAFF -


Game designers : Taro Okamoto, S. Tohyama, Y. Kounoe

Programmers : /users/Ouchi!, /users/Yamashin, /users/Dwensuke

Visual designers : R. Iwaida, H. Kuwabara, Y. Mizusimanzo, M. Kubota, Turner, Shigemaru, S. Ino, Z. Bouya, Mahaho Tejima

Music & Sound effects by : Etsuo Ishii (141)

Industrial designer : Y. Chuma

Mechanical designers : H. Igarashi, TerraTaro., S. Sasaki, H. Inoue

Electrical designers : 036, D. Nakamura, K. Minami

Manual designer : Y. Tanabe

$end

$info=lunarbat,lunarba1,
$bio

Lunar Battle (c) 1982 Atari.


- TRIVIA -


This game is a prototype version of "Gravitar".


- UPDATES -


Here is the list of differences with the final version :

* There are ONLY 2 Solar Systems (three in "Gravitar").

* Different Planet, Bunker and Fuel Cell icons.

* Different bunkers' and planets' shapes.

* No planet animations.

* Stronger and more intense Gravity (Gameplay is much harder).

* Some sounds are different during the game.

* There is an additional 'Low on Fuel' warning if the fuel level drops below 2000 fuel units that is not present in "Gravitar".

* Rammer ships are present in the south planet of the second solar system - Not in "Gravitar".

$end

$info=llander,llander1,
$bio

Lunar Lander (c) 08/1979 Atari.

Game ID : 0345xx


In Lunar Lander you control a Lunar Module on its descent toward the lunar surface. The graphics are monochrome vector in nature, and show quite a lot of detail (at least in the landscape), for a black and white game. You control your lander with an analog thruster and three buttons (left, right, and abort). This game uses actual realistic physics when it comes to the crafts movements. It takes a little practice to get any good (in other words, this game is hard). Any use of the thruster takes away fuel from your total (which will be anywhere from 450 to 900 depending on how the machine is set). You can drop in more than one quarter to build up a larger fuel supply. You also lose fuel by crashing, or using your abort button.


- TRIVIA -


Atari's first vector game. Lunar Lander was inspired by "Moonlander", which was written by Jack Burness in 1973 as a demo for the DEC GT40 vector graphics terminal (based on a PDP-11/05 CPU). This game used a light pen to control thrust and rotation. If you landed at exactly the right spot, a McDonalds appeared. The astronaut would come out, walk over to the McDonalds and order a Big Mac to go, walk back and take off again. If you crashed ON the McDonalds, it would print out 'You clod! You've destroyed the only McDonald's on the Moon!' After a short run of Lunar Lander machines were manufactured, production was shifted over to Asteroids and the first few hundred Asteroids machines were housed in Lunar Lander cabinets. Atari donated a gold edition version of the coin-operated video game to the Discovery Center of Science & Technology in Syracuse, New York.


Approximately 4830 units were produced. Lunar Lander came in a large black upright cabinet, which is a bit heavier than most. The sideart is a (predominately blue) space scene, that doesn't fully seem to fit in with the title of the game. There is no front art at all, and the monitor bezel is relatively unadorned. The marquee features a 'Lunar Lander' blasting off from the surface of the moon (some of these have a black background, while others have blue, it appears that there were two print runs of these). The control panel is dominated by a large analog thrust controller (no one makes this part anymore, so any repairs will have to be done to the original unit), and 3 buttons. 


A Lunar Lander units appears in the 1984 movie 'The Philadelphia Experiment'.


- STAFF -


Original design by : Jack Burness

Programmed by : Rich Moore

Vector generator display system by : Howard Delman


- PORTS -


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

Microtan 65

VTech Laser-VZ

$end

$info=lrescue,
$bio

Lunar Rescue (c) 02/1980 Taito.

Game ID : LR


- TRIVIA -


This game is also known as "Galaxy Rescue".


A bootleg of this game is known as "Destination Earth".


A Lunar Rescue unit appears in the 1982 movie 'Fast Times at Ridgemont High'.

$end

$info=lupin3,
$bio

Lupin III (c) 04/1980 Taito.

Game ID : LP


- TRIVIA -


Based, sort of, on Lupin III, one of the most famous manga/anime series of all time. Lupin is a descendant of Arsene Lupin, a thief who was the main character of mystery novels written by Maurice LeBlanc.  Monkey Punch (Katou Kazuhiko), Lupin III's creator, used the Lupin name without permission, and the estate of LeBlanc agreed not to raise too much of a fuss so long as Lupin III remained in Japan. This is why early US/European releases of Lupin titles changed his name to things like 'The Wolf' and 'Rupan'. The copyrights to the Arsene Lupin name have since passed into the public domain.


The Lupin III manga began in 1967, running in Manga Action. The first TV series began in 1971, and ran for 23 episodes. A second TV series began in 1977, and ran for 155 episodes. The first animated Lupin III movie (there had already been an old black-and-white live-action movie) was Lupin Vs. The Clones (more commonly known to US/European audiences as 'Mystery of Mamo') came out in 1978, and was followed in 1979 by the most famous animated version of Lupin, The Castle of Cagliostro. Footage from these two movies were used to make the laserdisc game Cliff Hanger. So Lupin was at the height of his popularity when this game was released.

$end

$info=m4,
$bio

M-4 (c) 11/1977 Midway.

Game ID : 626

$end

$info=m79amb,
$bio

M-79 Ambush (c) 07/1977 RamTek.


A Really Great Action Game! This is a shooting game where thanks, jeeps and motorcycles battle it out in front of the two cannons under U.N. observation. Bang! When the enemy is hit, an explosion sequence occurs complete with the sounds of gunfire, whistles and whines - the action goes on and on!

$end

$info=mach3,
$bio

M.A.C.H. 3 (c) 09/1983 Mylstar Electronics.

Game ID : GV-109


- TRIVIA -


M.A.C.H. stands for 'Military Air Command Hunter'.


Approximately 5,600 units were produced.


- STAFF -


Programmed by : Chris Brewer, Fred Darmstadt

Video graphics by : Jeff Lee

Video footage by : Clay Lacey

Sound by : David Thiel

Cabinet graphics by : Terry Doerzaph

$end

$info=mia,mia2,miaj,
$bio

M.I.A. - Missing in Action (c) 01/1989 Konami.

Game ID : GX808


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The Japanese version of this game runs on the Twin16 hardware, all outside Japan versions run on the "Super Contra" hardware.


- SERIES -


1. Green Beret (1985)

2. M.I.A. - Missing in Action (1989)

$end

$info=mvp,
$bio

M.V.P. (c) 1989 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.

$end

$info=mace,
$bio

Mace - The Dark Age (c) 1996 Atari Games.


One-on-one 3-D fighting game. The best fighters from around a mediaeval type planet are gathered and dispatched on a quest to recover the mysterious Mace of Tanis from a dark magician called Asmodeus.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the Atari Seattle hardware.


- TIPS AND TRICKS -


* Play As Grendal : Starting in two-player mode, one player must have three wins. Then on your next match in the select screen go to the Executioner and hold down START+EVADE. Grendal will appear. Continue to hold down those buttons and press an attack button to select. Now you control the RAGE known as Grendal!


* Pojo Code : To be POJO, you must perform TARIA's execution in one-player mode (and then continuing) or in two-player mode. Then on your next match in the select screen, go to Taria and hold down START+EVADE. POJO will appear - press an attack button to select. Pojo will now unleash her awesome fighting prowess for you.


* Stage Codes : To unlock each secret, move to each character listed and press Start after each one, then go to your desired character and select as usual. All of these secrets are for two-player mode except for the Random A.I.

Battle in a Mini Golf Course (Koyasha, Mordos Kull, Takeshi)

Battle at Machu Pichu (Namira, Koyasha, Taria)

Battle in the Castle (Mordos Kull, Taria, Ragnar)

Battle in San Francisco Rush (Xiao Long, Al' Rashid, Koyasha)

Battle in Big Head Mode (Ragnar, Al' Rashid, Takeshi)

Battle in Micronaut Mode (Takeshi, Al' Rashid, Ragnar, Xiao Long)

Battle in Super Speed Grid Mode (Ichiro, Xiao Long, Koyasha)

Battle the Random A.I. (Hell Knight, Xiao Long, Dregan, Namira)

To select a particular stage in which to fight, go to the character's portrait in player select and press START four times. Then select your character as usual.


* Cool View For Mordos Kull's Execution : Do a Execution on Taria's Stage in the Water. You get to see an overview of the execution and the person's body will come flying towards you.


- STAFF -


Lead programmer : Bruce Rogers

Programmer : Roberto Rodriguez

Art Director : Matt Harvey

Character Models : Jeremy Mattson

Character Textures : Patrice Moriarity, Matt Harvey

Animators : Takeshi hasegawa, Steve Stacy

Backgrounds : Matt harvey, Bob Ingold

Support Programming : Steven Bennetts

Producer : Robert Daly

Associate Producer : Loren Bryant

Marketing Manager : Derryl Depriest

Audio : Richard Marriott

Technician : Dennis Nale

Game Design : Roberto Rodriguez, Loren Bryant

Lead Tester : Rob Reininger

Testers : Larry Cadelina, Jerry Cruz

Support Programmers : Dave Shepperd, Mike Albaugh, Mike Lynch, Todd Modjewski

Hardware Design : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, Chris Krubel, 3dfx Interactive

Hardware Support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Scott Parrish

DCS2 Audio : Matt Booty, Ed Keenan

Additional Techinicians : Mark Hoendervoogt, Minh Nguyen, Pete Mokris

Mechanical Engineers : Pete Takaichi, Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski

Cabinet Design : Matt Harvey, Nik Erlich, Jen Smith

Video Production : Greg Allen, Brent Englund

Executive Producer : Mark Stephen Pierce


- PORTS -


* Consoles :

Nintendo 64 (1997)

$end

$info=machbrkr,
$bio

Mach Breakers - Numan Athletics 2 (c) 1995 Namco.


Futuristic Competitions sports game with seven selectable characters and fun challenge.

Controlled with three buttons.


- TRIVIA -


This game runs on the Namco System NB-2 hardware.


- SERIES -


1. Numan Athletics (1993)

2. Mach Breakers - Numan Athletics 2 (1995)

$end

$info=machomou,
$bio

Macho Mouse (c) 1982 Techstar.

$end

$info=macrossp,
$bio

Macross Plus (c) 1996 Banpresto.

Game ID : BP964


- SERIES -


1. Super Spacefortress Macross (1992)

2. Super Spacefortress Macross II (1993)

3. Macross Plus (1996)


- STAFF -


Producer : Toshifumi Kawashima

Director : T. Komazawa

Programmer : Kazuaki Yamaryo

Chf. designer : Noboru Inamoto

CG Designers : Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami

3D Designers : Koji Takada, Koji Yokoe

Music : Kenichi Suzuki

Game designer : Moss.

$end

$info=madalien,
$bio

Mad Alien (c) 1980 Data East.


Mad Alien is kind of a combination of a shooter and a driving game. You drive a car equipped with a gun on a road. The landscape around you shows different settings (cities, country side, tunnels) and scrolls by from the top to the bottom of the screen. Your enemies (mad aliens) drive in front of you in a galaxian-like formation and you have to shoot them. Watch out for mad aliens leaving the group and turning back to attack your car.


- TRIVIA -


The Mad Alien machine had kind of a mini cabinet, which was rather uncommon for an arcade game. After the release of the dedicated Mad Alien machine, DECO made also a version of Mad Alien for their Cassette System.

$end

$info=madcrash,
$bio

Mad Crasher (c) 12/1984 SNK.

Game ID : A2005


- TRIVIA -


This is the first 3-D isometric game from SNK.

$end

$info=maddonna,maddonnb,
$bio

Mad Donna (c) 1995 Tuning.


In typical Tuning fashion, this is a rip-off of a "Pac-Man" type game where you win scrollable full screen hi-res pics of naked babes at the end of each round.

$end

$info=madgear,madgearj,
$bio

Mad Gear (c) 02/1989 Capcom.


- TRIVIA -


This game is also known as "Led Storm".


Capcom used the name 'Mad Gear' again as the name of a gang in "Final Fight".


- UDPATES :


'Fred' is called 'Mad Gear' in the Japanese version.


- STAFF -


Plan : Piston Takashi, Tomoshi Sadamoto

Game designer : Tomoshi Sadamoto

Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa

Character designer : K. Ashenden

Art : Puttun. midori, Inu, Innocent Saicho

Sound : Ogeretsukun

Hard : Masayan

$end

$info=madmotor,
$bio

Mad Motor (c) 1989 Mitchell.

$end

$info=mplanets,mplanuk,
$bio

Mad Planets (c) 02/1983 Gottlieb.

Game ID : GV-102


In Mad Planets, the player's spaceship would attempt to destroy a series of Earth-like planets which emerged from the center of the screen and began to grow. Destroying all of the planets in a round before they reached maturity netted the player a hefty bonus. Fully-grown planets were orbited by a number of small moons, which, if destroyed, caused the planet to go 'mad' - turning red and making a beeline for the player’s ship. The game also featured bonus rounds where stranded astronauts could be retrieved for points.


- TRIVIA -


Approximately 1,500 units were produced.


At the time of Mad Planets, most video games did not include the designers names since many companies feared that well-known designers would be lured away by competitors. This policy approached ridiculous heights in an April 1983 Videogames magazine interview with Davis, Thiel and Lee. While designers from Williams were identified by name in the same issue, the Gottlieb trio was identified as D. Ziner, J. Walkman, and R. Teeste due to the company’s policy of keeping designers’ names secret. While management continued to prevent employees from including their full names in a game, they did eventually agree to throw them a bone by allowing the use of their initials (or nicknames) for the game’s default high scores. In Mad Planets, the default high score screen contains the identities of almost the entire Gottlieb video crew.


- STAFF -


Designed and programmed by : Kan Yabumoto

Graphics by : Jeff Lee

Audio by : David Thiel

Hardware by : Jun Yum

Cabinet graphics : Terry Doerzaph


- PORTS -


* Computers :

Commodore C64 (1985, "Crazy Comets")

$end

$info=madshark,
$bio

Mad Shark (c) 1993 Allumer.

$end

$info=magmax,
$bio

Mag Max (c) 07/1985 Nichibutsu.


- TRIVIA -


Some enemies from Nichibutsu's earlier game "Seicross" also appear as enemies in Mag Max.


- PORTS -


* Consoles :

Nintendo Famicom (1988)


* Computers :

Amstrad CPC (1986)

Commodore C64 (1987)

Sinclair ZX Spectrum

$end

$info=mbrush,
$bio

Magic Brush (c) 1981 Olympia.


- TRIVIA -


This game is an Italian bootleg of "Crush Roller".

$end

$info=magicbub,
$bio

Magic Bubble (c) 1993 Yun Sung.

$end

$info=msword,mswordr1,mswordu,mswordj,
$bio

Magic Sword - Heroic Fantasy (c) 06/1990 Capcom.

Game ID : CP-S No. 11


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.


- UPDATES -


Revision 1 :

* World and Japan releases (900623).


Revision 2 :

* World and US releases (900725).

* Magic attacks hexagram graphic remplaced by a lightning bolt.


- TIPS AND TRICKS -


* Secret Doors :

Floor 17 - Slash the left side of the last arch. Warps to floor 20.

Floor 28 - Crouch on the platform above the first pool of acid and slash the space in the middle. Enters RED floors 29 to 32.

Floor 34 - Jump and slash the left side of the the fourth pair of hanging pillars. Warps to floor 36.

Floor 39 - Slash the ledge immediately to the left of the first door after the pit of fire. Warps to floor 42.

Floor 40 - Crouch and slash the space above the ledge before the first pit of spikes. Enters RED floors 41 to 46.


* An extra 1,000,000 points! is available on blue level 30 : there is a wizard there who levitates rocks. Jump and sword him once, and then when he causes the rocks, to appear use magic (both buttons) to turn the rocks into 8K gold pieces. You can do this until time runs out.


- STAFF -


Game designers : Yoshimi Ohnishi, Tomoshi Sadamoto, Yoshiki Okamoto

Character designers : Kurisan, E. Nishihara, Keiko Kitayama, T. Saramoto

Art : Y. Fukumoto, M. Kawamura, Y. Maruyama

Title designer : Satoru Yamashita

Sound : M. Gotoh

English story : S. Maxwell

Programmers : Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=magworm,
$bio

Magic Worm (c) 1981 Sidam.


- TRIVIA -


This game is an Italian hack of "Centipede".


- UPDATES -


This hack has different sounds and graphics than the original.

$end

$info=mcatadv,mcatadvj,
$bio

Magical Cat Adventure (c) 1993 Wintechno.

Game ID : LINDA5


- UPDATES -


The Japanese version has :

* Different anims.

* A storyline.

* Extra GFX.

* The gameplay is also a bit different (harder).

$end

$info=mgcrystl,mgcrystj,
$bio

Magical Crystals (c) 1991 Kaneko.


- TRIVIA -


Also licensed to Atlus.


- STAFF -


Programmers : S. Igarashi (Toy), Y. Shiono (Borg), M. Satoh, Y. Sakakura

Graphics designers : K. Matsuoka, T. Takei, H. Kumagai, H. Yoshida

Graphics support : H. Narushima, H. Watanabe, Y. Kubo, S. Hozumi, A. Funatsu

Music / Sound effects : Tatsuya Watanabe, H. Higashi, Y. Abe, - K.I.S.S. -

Hardware : H. Morinaga

Management : N. Tanaka

Producer : Hiroshi Kaneko

$end

$info=mgcldate,
$bio

Magical Date - Dokidoki Kokuhaku Daisakusen (c) 1996 Taito.


- TRIVIA -


This game runs on the Taito FX-1A hardware.


- SERIES -


1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)

2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997)

$end

$info=mgcldtex,
$bio

Magical Date EX - Sotsugyou Kokuhaku Daisakusen (c) 1997 Taito.


- SERIES -


1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)

2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997)

$end

$info=magdrop,
$bio

Magical Drop (c) 1995 Data East.


- SERIES -


1. Magical Drop (1995)

2. Magical Drop Plus 1! (1995)

3. Magical Drop II (1996)

4. Magical Drop III (1997)

$end

$info=magdrop2,
$bio

Magical Drop II (c) 03/1996 Data East.

Game ID : 0221


Who says puzzle games can't be fast paced? This incredibly addictive puzzle game features hectic gameplay, cool graphics with awesome animations, fun music and different gameplay modes to choose from. Play it now but be warned, this is indeed one of the Neo-Geo's most addictive games ever!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The characters are broad parodies of a few of the characters featured in the well-known Tarot cards.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop II - PCCB-00217) on 21/06/1996.


- UPDATES -


There are some serious differences between the Japanese version & the international versions of this game :


* All characters feature their own voice in the Japanese version, the european version features 4 voice tracks for all characters (some of these in spanish) & the USA version features a single voice track for all characters.


* The Japanese version features three main different gameplay modes: Puzzle, Vs & Challenge. All other versions only feature Puzzle & Vs as selectable gameplay modes.


* The Japanese version features three selectable skill levels for each gameplay mode (Easy, Normal & Difficult). All other versions only offer Easy & Normal skill settings.


- TIPS AND TRICKS -


* Bonus Characters : Enter the character selection screen. To play as Devil, Strength and Empress, highlight the following characters and press Down on each (in order) :

00 - The Fool

01 - Magician

02 - High Priestess

07 - Chariot

11 - Justice

17 - Sorceress

21 - World


* Play Against Black Clawn : Don't lose a credit and after the battle against The Empress, Black Clawn will appears.


- SERIES -


1. Magical Drop (1995)

2. Magical Drop Plus 1! (1995)

3. Magical Drop II (1996)

4. Magical Drop III (1997)


- STAFF -


Supervisor : I. Horita, Naomi Susa

Planner : S. Katagiri

Programmers : Tac. H, 3.2.1

Graphic designers : S. Takeuchi, Asamin, R. Sakurai, M. Sato, H. Hachiya

Sound : Koremasa, Hiroaki Yoshida (MARO), Shogo (Gama Delic)

Character voices : E. Tanaka (The Fool and The Devil), M. Sunada (The Star), Nobuyuki Hiyama (The Chariot), Isshin Chiba (The Magician), Eriko (The High Priestess and The World), Ring Ring (The Justice), Gorira (The Strength), R. Sakurai (The Empress), K. Oka (The Black Clawn)

Foreign voices : Steve Miller (English), C. Amalia (Spanish), B. Maurizio (Italian), K. Hyonsub & Maki (Korean)


- PORTS -


* Consoles :

Nintendo Super Famicom (1996)

Sega Saturn (1996)

SNK Neo-Geo CD (1996)

$end

$info=magdrop3,
$bio

Magical Drop III (c) 02/1997 Data East.

Game ID : 0233


More characters, more gameplay modes, more frantic gameplay, more fun! This is what every videogame sequel should be, and the sequel to one of the best puzzle games for the Neogeo is indeed a game not to be missed! Lots of fun for one or two players!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The game now features parodies of all the characters featured in the 22 cards of the major Arcana in a Tarot card deck. These are numbered from 0 to 21 as follows :

00. Fool

01. Magician

02. High Priestess

03. Emperor

04. Empress

05. Hierophant

06. Lovers

07. Chariot

08. Strength

09. Hermit

10. (Wheel of) Fortune

11. Justice

12. Hanged Man

13. Death

14. Temperance

15. Devil

16. Tower

17. Star

18. Moon

19. Sun

20. Judgement

21. World


Note that the only exception to this statement would be Black Pierrot since he does not appear in a Tarot card deck. Black Pierrot is an added bonus character to challenge really good Magical Drop 3 pros!


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop III - PCCBX-00002) on 21/03/1997.


- UPDATES -


The Japanese version of this game features LOTS of stuff unavailable in any other version :


* In Challenge Mode there is a story intro at the beginning explaining the reason behind the Magical Drop competition, an extra animation showing a close-up of the Magical Drop book as it opens,  an ending for each character available in the game, a "Hard" difficulty setting, as well as a bonus fortune reading when you beat the Challenge Mode or you lose against the CPU and  refuse to continue. All of this is absent in the USA & Europe versions.


* In Challenge Mode, each character has a unique set of quotes before a battle begins, this even applies in the battles against the end bosses Tower & Fortune. In the USA & Europe versions there are only two possible quotes before a fight for all characters :


Quote #1

CPU: Get out of my way!

Player: I'll never lose to you! 


Quote #2

CPU: You want to fight?

Player: Now let's see who is better!


* In Adventure mode, each character has its very own story intro as well as its very own ending which is different from the one seen in Challenge mode. Aditionally this mode plays like a board game in which you compete against  three other characters on the board, and if any of the others get to Empress' castle before your character, you will get a generic bad ending. In the USA and European versions, there is no storyline & the only character on the board is controlled by the player.


* Like in the previous game, each character has his/her own unique voice. The European version features less voice tracks and the USA version features a single voice track for all characters.


- TIPS AND TRICKS -


* Play As Father Strength : At the character select screen, highlight Strength, hold C and press A or B.


* Secret Stages :

1) Moon (Between Level 6 and 7) : Defeats Devil, Lovers, Justice, Star, Fool and Hermit in less than 60 seconds in total.

2) Hanged Man (Between Level 6 and 7) : Defeats Devil, Justice, Emperor, Fool or Chariot, Death and Hermit in more than 300 seconds in total.

3) Black Pierrot (Between Level 10 and 11) : Get more than 150,000 pts.


* Bonus Characters : At the character select screen, highlight any character (Except World, World's number is 21 so she can't be used for this trick) and wait until the timer counts down to the number assigned to that character (See below). Then push C only three times. Moon, Hanged Man, Hermit, Temperance, Tower and Fortune may now be selectable. The characters' assigned numbers are :

00 - Fool

01 - Magician

02 - High Priestess

03 - Empress

04 - Emperor

05 - Hierophant

06 - Lovers

07 - Chariot

08 - Strength

11 - Justice

13 - Death

15 - Devil

17 - Star

19 - Sun

20 - Judgment


- SERIES -


1. Magical Drop (1995)

2. Magical Drop Plus 1! (1995)

3. Magical Drop II (1996)

4. Magical Drop III (1997)


- STAFF -


Producer : Naomi Susa

Planner : S. Katagiri

Programmers : Tac. H, Poconyan, M. Saiki

Graphic designers : S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou

Sound designers : Koremasa, Hiroaki Yoshida (MARO) (Gamadelic), NmRtk (Gamadelic), Sin

Voice actors : Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi

Cast coordinate : Radon'86 (Junko Araki)

Recording studio : Japan Vistec (Osamu Iwata)

Publish : K. Oshima, T. Ebi, H. Miyashita

English translators : Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh

Debugers : K. Kusanagi, H. Ohtsubo

Special advisers : A. Wakabayashi (Nal), A. Shibazaki<3


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=magdropp,
$bio

Magical Drop Plus 1! (c) 1995 Data East.


- SERIES -


1. Magical Drop (1995)

2. Magical Drop Plus 1! (1995)

3. Magical Drop II (1996)

4. Magical Drop III (1997)

$end

$info=magspot,
$bio

Magical Spot (c) 1980 Universal.


- SERIES -


1. Magical Spot (1980)

2. Magical Spot II (1980)

$end

$info=magspot2,
$bio

Magical Spot II (c) 07/1980 Universal.

Game ID : 8013


- TRIVIA -


A Magical Spot II unit appears in the 1982 movie 'Rocky III'.


- SERIES -


1. Magical Spot (1980)

2. Magical Spot II (1980)

$end

$info=maglord,maglordh,
$bio

Magician Lord (c) 04/1990 Alpha Denshi.

Game ID : 0005


Step Into The Sorcerer's World! You take the role of Elta, a magician lord in search of the eight books of wisdom.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (zooming, stretching). At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=magix,
$bio

Magix (c) 1995 Yun Sung.


- TRIVIA -


This game is also known as "Rock".

$end

$info=themj,
$bio

The Mah-Jong (c) 1987 Visco.


A mahjong game with selectable female opponents. No, they don't have a hideous skin condition; that's supposed to be sweat. :)

Controlled with a mahjong control panel.

$end

$info=4psimasy,
$bio

Mahjong 4P Simasyo (c) 1994 Sphinx / AV Japan.

$end

$info=akiss,
$bio

Mahjong Angel Kiss (c) 1995 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.

$end

$info=mjangels,
$bio

Mahjong Angels - Comic Theater Vol.2 (c) 1991 Dynax.

$end

$info=bakuhatu,
$bio

Mahjong Bakuhatsu Junjouden (c) 10/1991 Nichibutsu.


Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Explosion Pure Heart Report'.


This game is also known as "Mahjong Gottsu ee-kanji".


- STAFF -


Planner : Hiroshi Ikegami

Programmer : Moriaki Hochigai

Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee

Composer : Nyorita Oga

$end

$info=bananadr,
$bio

Mahjong Banana Dream (c) 07/1989 Digital Soft.


A mahjong game with a most suggestive title screen. The more you bet, the more they take off!

Controlled with a mahjong control panel.

$end

$info=jongbou,
$bio

Mahjong Block Jongbou (c) 1987 SNK.

$end

$info=mjcamera,mmcamera,mjcamerb,
$bio

Mahjong Camera Kozou (c) 11/1988 Miki Syouji.


A mahjong game with women stranded in far-off places. Of course, you see sexy photographs of them if you beat them.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Camera Brat'.


The [BET] version of this game was released the following year (05/1989).

$end

$info=mcnpshnt,
$bio

Mahjong Campus Hunting (c) 1990 Dynax.

$end

$info=mjzoomin,
$bio

Mahjong Channel Zoom in (c) 1990 Jaleco.

$end

$info=chinmoku,
$bio

Mahjong Chinmoku no Hentai (c) 05/1990 Nichibutsu.


A mahjong game with a war theme and random bonus items. The 'manzu' suit of tiles are in English rather than Chinese.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Silent Formation'.

$end

$info=cmehyou,
$bio

Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.


A mahjong game with a race car theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Leopardess Circuit'.

$end

$info=mjclinic,
$bio

Mahjong Clinic - Volume 1 (c) 1988 Home Data.


A mahjong game with sexy anime nurses. If I get sick, I want to visit this hospital and play mahjong with them.

Controlled with a mahjong control panel.

$end

$info=club90s,club90sa,
$bio

Mahjong Club 90's (c) 09/1990 Nichibutsu.


Mahjong with a night club theme. You can visit the alcohol vending machine to buy items.

Controlled with a mahjong control panel.

$end

$info=daireika,
$bio

Mahjong Daireikai (c) 1989 Jaleco / NMK.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Great Spirit World'.

$end

$info=daiyogen,
$bio

Mahjong Daiyogen - Kono Gyaru Uranaishi Ni Tsuki (c) 1990 Video System.


A mahjong game with a tarot card theme and random bonus items.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Great Prophecy - This Fortune-Teller Gal Brings Luck'.

$end

$info=mjelctrn,mjelct3,mjelct3a,
$bio

Mahjong Denshi Kiban (c) 1990 Dynax.


A classic Mahjong BET game ever with strict score system and function of 'DonDen' and 'Three Tiles Exchange'. A special effect of Ron (electric) or Reach (fire) is shown when announced. Play with six gals and wonderful background music. After you beat the gal three times (Three Renso) an extra 1,2,3 or 5 points will be given.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Electron Base'.


- UPDATES -


Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.


- TIPS AND TRICKS -


* A YAKUMAN BONUS following the ding will appear randomly after you play the game patiently for quite a few times. Frequency can be set up in Dipswitch. A clock will be shown on the screen to remind you only three minutes left to Ron a YAKUMAN. Try to bet more coins as you can and you will find it is worthwhile.


* When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the gals last tile is forced to be the one expected.

$end

$info=mjderngr,
$bio

Mahjong Derringer (c) 05/1989 Dynax.

Game ID : 22


A mahjong game that seems to have a rape theme. Maybe it should've been called 'Mahjong Deranged'.

Controlled with a mahjong control panel.


- TRIVIA -


Dynax even misspelled the slogan on their logo as 'Video Computr System'.

$end

$info=mjdialq2,
$bio

Mahjong Dial Q2 (c) 01/1991 Dynax.

Game ID : '52'


A mahjong game with random bonus items to be won through mini games.

Controlled with a mahjong control panel.

$end

$info=mjdiplob,
$bio

Mahjong Diplomat (c) 07/1987 Dynax.

Game ID : 07


A rather diplomatic mahjong game.

Controlled with a mahjong control panel.

$end

$info=dokyusei,
$bio

Mahjong Doukyuusei (c) 1995 Make Software.


Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Schoolmates'.


- SERIES -


1. Mahjong Doukyuusei (1995)

2. Mahjong Doukyuusei Special (1995)

$end

$info=dokyusp,
$bio

Mahjong Doukyuusei Special (c) 1995 Make Software.


Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Schoolmates Special'.


- SERIES -


1. Mahjong Doukyuusei (1995)

2. Mahjong Doukyuusei Special (1995)


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=mjelctrn,mjelct3,mjelct3a,
$bio

Mahjong Electron Base (c) 1990 Dynax.


A classic Mahjong BET game ever with strict score system and function of 'Three Tiles Exchange'. A special effect of Ron or Reach is shown when announced. Play with six gals and wonderful background music.


- UPDATES -


Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.


- TIPS AND TRICKS -


When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the gals last tile is forced to be the one expected.

$end

$info=mjegolf,
$bio

Mahjong Erotica Golf (c) 02/1994 Fujic / AV Japan.


Mahjong with a golf theme and smutty digitized females. How those two concepts go together I don't know.

Controlled with a mahjong control panel.

$end

$info=finalbny,
$bio

Mahjong Final Bunny (c) 1991 Nichibutsu.


The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


This game is also known as "Mahjong Vanilla Syndrome".


- STAFF -


Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)

Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso

Special designer : Katsuhiko Nishijima

$end

$info=mjfocus,mjfocusm,
$bio

Mahjong Focus (c) 03/1989 Nichibutsu.


A mahjong game where you visit different locations to challenge others at mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


This game is also known as "Nozokimeguri Mahjong Peep Show".

$end

$info=mjfriday,
$bio

Mahjong Friday (c) 09/1989 Dynax.

Game ID : 26


A mahjong game where you get to take provocative snapshots of your defeated opponents!

Controlled with a mahjong control panel.

$end

$info=mfunclub,
$bio

Mahjong Fun Club - Idol Saizensen (c) 1989 Video System.


A mahjong game with a waiter who serves you items! Of course, you're also served sexy pictures of your female opponents upon winning.

Controlled with a mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Idol Up Front' ('Idol' is the way that Japanese refer to a supermodel or celebrity)

$end

$info=mgmen89,
$bio

Mahjong G-Men'89 (c) 04/1989 Nichibutsu.


A mahjong game where the player is a government agent tracking females.

Controlled with a mahjong control panel.


- TRIVIA -


'G-Men' is an American slang term meaning 'government agents'.

$end

$info=mgakuen,
$bio

Mahjong Gakuen (c) 1988 Yuga.


You are a student at the mahjong Academy. See if you can balance tiles in betwen your fingers, too!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Academy'.


This game was developed by no other than... Capcom! They could not publish it with their real name because of the 'dirty' nature of the game. Not that sexy mahjongs are considered THAT dirty in Japanese culture, but Mahjong Gakuen was different. Graphics were astounding, thanks to the artistic talents of young Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists). But the real plus brought by Mahjong Gakuen to its genre is the 'interaction' button (the 'H' one), which allowed the player to do kinky 'things' to the naked gals once they were beaten. By tapping faster the button, the animation sequence makes itself more and more explicit. Way too explicit for common Japanese arcades, which immediately banned the game or hid it in their darkest corners... but it was too late: Mahjong Gakuen sold in Japan like a regular Capcom coin-op, not like a product in the 'hentai mahjong' niche. This huge success was the natural result of the great effort developers put in their work (Akiman was so hooked to the project that he also lent his voice to the main character!). All this effort could not be wasted for a Japanese release only, and that's why Capcom recycled the graphics of Mahjong Gakuen for another coin-op, meant entirely for Western arcades: "Poker Ladies". They left behind the mahjong theme, opting for a more international video-poker one, and they published it via Mitchell, their famous subsidiary brand.


The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".


- TIPS AND TRICKS -


* Take A Good Hand : If you press I+K+N simultaneously before tile dealing, you'll have a very good starting hand.


- SERIES -


1. Mahjong Gakuen (1988)

2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)


- STAFF -


Produced and designed by : Yoshiki Okamoto 

Graphics and character design by : Akira Yasuda

Music by : Tamayo Kawamoto

$end

$info=mgakuen2,
$bio

Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (c) 1989 Face.


You're still a student at the Mahjong Academy. Maybe this time you'll graduate!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Academy 2 - Revenge of The Chancellor'.


- SERIES -


1. Mahjong Gakuen (1988)

2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)


- STAFF -


Designers : Bun Chan, Pon Chan, Saku Kun, Innocent Saicho, Shigaraki, Ma

Programmers : Ouchan, Imawano, Mr.

Sound & Music : Tama San, Yuuki, Chan S, Papa

Hardware : Kuboyan, Tanaka, FUkushima

Game designers : Kin Chan

$end

$info=gakusai,
$bio

Mahjong Gakuensai (c) 1997 Make Software.


A mahjong game where you go around town to find mahjong opponents. A variety of characters to play against, some of which aren't the typical nude-for-mahjong women! In fact, they're men and they won't strip for you!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Student's Festival'.


- SERIES -


1. Mahjong Gakuensai (1997)

2. Mahjong Gakuensai 2 (1998)


- STAFF -


Kamizoh, Osamu, Kim7, Oni.Taiji, A.C-Len, Ek.Jerry, Maz, Fumika

$end

$info=gakusai2,
$bio

Mahjong Gakuensai 2 (c) 1998 Make Software.


A mahjong game with a schoolyard type of theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Student's Festival 2'.


- SERIES -


1. Mahjong Gakuensai (1997)

2. Mahjong Gakuensai 2 (1998)

$end

$info=gal10ren,
$bio

Mahjong Gal 10-renpatsu - Naniwa no O-nee Wa O-Moroi De (c) 09/1993 Fujic.


The magical fan-waving cat guides you through mahjong with many lovely ladies. You can also buy bonus items from him!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Ten Gals Blazing Away - Osaka Tender-Hearted Sister'.

$end

$info=galkaika,
$bio

Mahjong Gal no Kaika (c) 08/1989 Nichibutsu.


Mahjong with a little bit of a board game influence.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Gal's Confession'.

$end

$info=galkoku,
$bio

Mahjong Gal no Kokuhaku (c) 06/1989 Nichibutsu.


A mahjong game with special tiles to draw that can add up to bonus points.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Gal's Confession'.


This game is also known as "Mahjong Hyouban Musume".

$end

$info=mjgottsu,
$bio

Mahjong Gottsu ee-kanji (c) 11/1991 Nichibutsu.


Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Feeling Good'.


This game is also known as "Mahjong Bakuhatsu Junjouden".


- STAFF -


Planner : Hiroshi Ikegami

Programmer : Moriaki Hochigai

Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee

Composer : Nyorita Oga

$end

$info=mhgaiden,
$bio

Mahjong Houroki Gaiden (c) 1987 Home Data.


An older mahjong game with alot of animation during the match.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Vagrant Side Story'.


- SERIES -


1. Mahjong Houroki - Seisyun Hen (1987)

2. Mahjong Houroki Gaiden (1987)

3. Mahjong Houroki Okite (1988)

$end

$info=mjhokite,
$bio

Mahjong Houroki Okite (c) 1988 Home Data.


A mahjong with some rather ugly gangsters to play against.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Vagrant Story Law'.


- SERIES -


1. Mahjong Houroki - Seisyun Hen (1987)

2. Mahjong Houroki Gaiden (1987)

3. Mahjong Houroki Okite (1988)

$end

$info=hourouki,
$bio

Mahjong Houroki Part I - Seisyun Hen (c) 1987 Home Data.


A mahjong game with selectable opponents.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Vagrant Story Part 1 - Adolescence'.


- SERIES -


1. Mahjong Houroki - Seisyun Hen (1987)

2. Mahjong Houroki Gaiden (1987)

3. Mahjong Houroki Okite (1988)

$end

$info=mhhonban,
$bio

Mahjong Housoukyoku Honbanchuu (c) 199? Nichibutsu.

$end

$info=hyouban,
$bio

Mahjong Hyouban Musume (c) 1989 Nichibutsu / T.R.TEC.


A mahjong game with special tiles to draw that can add up to bonus points.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Popular Daughter'.


This game is known as "Mahjong Gal no Kokuhaku".

$end

$info=hypreact,
$bio

Mahjong Hyper Reaction (c) 1995 Sammy.


An extremely well-animated mahjong game.

Controlled with a mahjong control panel.


- SERIES -


1. Mahjong Hyper Reaction (1995)

2. Mahjong Hyper Reaction 2 (1997)

$end

$info=hypreac2,
$bio

Mahjong Hyper Reaction 2 (c) 1997 Sammy.


Anime-style mahjong game with stunning graphics and animation.

Controlled with a mahjong control panel.


- SERIES -


1. Mahjong Hyper Reaction (1995)

2. Mahjong Hyper Reaction 2 (1997)

$end

$info=mjifb,
$bio

Mahjong If (c) 1990 Dynax.

Game ID : '29'

$end

$info=mjikaga,
$bio

Mahjong Ikaga Desu Ka (c) 1991 Mitchell.


A mahjong game that takes place at a bus stop of all places.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong How Are You?'.

$end

$info=janbari,
$bio

Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan.

$end

$info=mjlstory,
$bio

Mahjong Jikken Love Story (c) 03/1991 Nichibutsu.


A mahjong game where you create the ideal female through the use of a mahjong computer!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Experiment Love Story'.

$end

$info=jogakuen,
$bio

Mahjong Jogakuen (c) 199? Windom.


A mahjong game with lots of digitized women and polkadot panties.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Girl School'.

$end

$info=kaguya,
$bio

Mahjong Kaguyahime (c) 05/1988 Miki Syouji.


A mahjong game where the more you bet, the more kinky Princess Kaguya gets!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Princess Kaguya'.


- SERIES -


1. Mahjong Kaguyahime (1988)

2. Mahjong Kaguyahime Sono2 (1989)

3. Mahjong Kaguyahime Sono2 Fukkokuban (1989)

$end

$info=kaguya2,
$bio

Mahjong Kaguyahime Sono2 (c) 1989 Miki Syouji.


- SERIES -


1. Mahjong Kaguyahime (1988)

2. Mahjong Kaguyahime Sono2 (1989)

3. Mahjong Kaguyahime Sono2 Fukkokuban (1989)

$end

$info=kaguya2f,
$bio

Mahjong Kaguyahime Sono2 Fukkokuban (c) 1989 Miki Syouji.


- SERIES -


1. Mahjong Kaguyahime (1988)

2. Mahjong Kaguyahime Sono2 (1989)

3. Mahjong Kaguyahime Sono2 Fukkokuban (1989)

$end

$info=kakumei,
$bio

Mahjong Kakumei (c) 1990 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Mah-Jong Revolution'.


- SERIES -


1. Mahjong Kakumei (1990)

2. Mahjong Kakumei 2 - Princess League (1992)

$end

$info=kakumei2,
$bio

Mahjong Kakumei 2 - Princess League (c) 1992 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Mah-Jong Revolution 2'.


- SERIES -


1. Mahjong Kakumei (1990)

2. Mahjong Kakumei 2 - Princess League (1992)

$end

$info=mkeibaou,
$bio

Mahjong Keiba ou (c) 05/1993 Nichibutsu.


Mahjong with a rather original horse racing theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Horse Racing King'.

$end

$info=mjkinjas,
$bio

Mahjong Kinjirareta Asobi - Ike Ike Kyoushi no Yokubou (c) 1991 Home Data.


A mahjong with the usual female opponents.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Forbidden Game - Go! Lovely Figure Desire'.

$end

$info=koinomp,
$bio

Mahjong Koi no Magic Potion (c) 10/1992 Nichibutsu.


A mahjong game with lovely Japanese ladies. Perhaps the magic potion will make you a better mahjong player!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Magic Potion of Love'.

$end

$info=mjkoiura,mkoiuraa,
$bio

Mahjong Koiuranai (c) 03/1992 Nichibutsu.


Mahjong with a fortune-telling theme. The fortune teller also says that she sees nude women in your future!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Love Fortune Teller'.

$end

$info=mjkojink,
$bio

Mahjong Kojinkyouju (c) 1989 Home Data.


A mahjong game played against a digitized Japanese woman who just might teach you a little more than how to play mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Private Teacher'.

$end

$info=mahretsu,
$bio

MahJong Kyoretsuden - Higashi Nippon Hen (c) 04/1990 SNK.

Game ID : 0004


A mahjong game where you can create your own face for your character!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Mania Biography - West Japan Chapter'.


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=mjkjidai,
$bio

Mahjong Kyoujidai - Exciting Mahjong (c) 1986 Sanritsu.


An EXCITING mahjong game, as the title screen says!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Mania Time'.

$end

$info=mjlaman,
$bio

Mahjong La Man (c) 11/1993 Nichibutsu / AV Japan.


A mahjong game with girls who like to strip after they lose.

Controlled with a mahjong control panel.

$end

$info=lemnangl,
$bio

Mahjong Lemon Angel (c) 1990 Home Data / Fairy Dust.


Lemony-fresh mahjong game.

Controlled with a mahjong control panel.


- STAFF -


Designers : Boku no Seija, Nai

Music director / Sound designer : Endodon

Music arrange composers : K. Fuji, T. Nakajima

$end

$info=lovehous,
$bio

Mahjong Love House (c) 1990 Nichibutsu.

$end

$info=mjnanpas,mjnanpaa,mjnanpau,
$bio

Mahjong Nanpa Story (c) 07/1989 Brooks.


A mahjong game with plenty of beach babes.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Shipwreck Story'.


- UPDATES -


REVISION 1 :

* Build date : 12 Jul '89


REVISION 2 :

* Build date : 13 Jul '89


REVISION 3 :

* Build date : 5 Aug '89

* Ura version

$end

$info=mjnatsu,
$bio

Mahjong Natsu Monogatari (c) 1989 Video System.


A mahjong summer story.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Summer Story'.


- STAFF -


Planners : Junichi Niwa, Takayuki Uesugi

Graphic designers : Mari Fukai, Syouko Ishimoto, Yoshihiro Funada, Hikari Hino, Wataru Yamazaki

Programmer : Croup Shisendo

Sound : Kenji Okuda, Naoki Itamura, Tetuya Oguri

$end

$info=neruton,
$bio

Mahjong Neruton Hai Kujira Da (c) 1990 Dynax / Yukiyoshi Tokoro.

$end

$info=patimono,
$bio

Mahjong Pachinko Monogatari (c) 08/1992 Nichibutsu.


A mahjong game with a little pachinko machine that can be activated during the match to win bonuses!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Pachinko Story'.

$end

$info=pstadium,
$bio

Mahjong Panic Stadium (c) 06/1990 Nichibutsu.


Mahjong with a baseball theme.

Controlled with a mahjong control panel.

$end

$info=ponchin,ponchina,
$bio

Mahjong Pon Chin Kan (c) 1991 Visco.


A mahjong game with mahjong-related quiz questions as a way of winning bonus items.

Controlled with a mahjong control panel.

$end

$info=mjnquest,mjnquesb,
$bio

Mahjong Quest (c) 05/1991 Taito.

Game ID : C77


Mahjong game with an RPG-like setting and various power-ups.

Controlled with a mahjong control panel.


- TRIVIA -


This game runs on the Taito F2 hardware.

$end

$info=renaiclb,
$bio

Mahjong Ren-ai Club (c) 1993 Fujic.


Mahjong with selectable female opponents.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Romance Club'.

$end

$info=mrokumei,
$bio

Mahjong Rokumeikan (c) 1988 Home Data.


Mahjong with girls.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Deer Cry Mansion'.


'Rokumeikan' is a Japanese landmark. Quote from the Edo-Tokyo Museum of Japan : Rokumeikan, designed by Josiah Conder, was constructed in 1883 for the purpose of entertaining foreign diplomats and dignitaries. This hall was the scene of many festivals and galas and became a symbol of Westernization in Tokyo.

$end

$info=msjiken,
$bio

Mahjong Satsujin Jiken (c) 10/1988 Nichibutsu.


A mahjong game with the standard lusty females.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Murder Case'.

$end

$info=mscoutm,
$bio

Mahjong Scout Man (c) 03/1994 Sphinx / AV Japan.


Mahjong with digitized graphics.

Controlled with a mahjong control panel.

$end

$info=mjsikaku,mjsikakb,mjsikakc,mjsikakd,mmsikaku,
$bio

Mahjong Shikaku (c) 07/1988 Nichibutsu.


Lots of anime girls to play mahjong against!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Assassin'.

 

The characters on the title screen are clones of (from left to right) :

* Creamy Mami

* Nausicaa (from the Studio Ghibli movie of 1984, Nausicaa of the Valley of the Winds)

* Ayukawa Madoka (from Kimagure Orange Road, 48 TV episode, 8 OVAs, 2 movies)

* (unknown?)

* Magical Emi 


The character who gives instructions in attract mode is Minky Momo (two TV series, two OVAs?).


- UPDATES -


REVISION 1 :

* Build date : 22 JUL 1988


REVISION 2 :

* Build date : 08 SEP 1988


- SERIES -


1. Mahjong Shikaku (1988)

2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)

$end

$info=hanamomo,
$bio

Mahjong Shikaku Gaiden - Hana no Momoko-gumi (c) 12/1988 Nichibutsu.


A mahjong game with lots of girls to choose from!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Assassins Side Story - Momoko's Flower Branch'.


- SERIES -


1. Mahjong Shikaku (1988)

2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)

$end

$info=mjsister,
$bio

Mahjong Sisters (c) 1986 Toaplan.


Mahjong sisters unite!

Controlled with a mahjong control panel.

$end

$info=majs101b,
$bio

Mahjong Studio 101 (c) 10/1988 Dynax.

Game ID : 17


Mahjong with a movie studio theme.

Controlled with a mahjong control panel.

$end

$info=marukin,
$bio

Mahjong Super Marukin-ban (c) 1990 Yuga.


A mahjong game featuring lots of girls. Maybe the girl at the 'Press Start' screen should date the Mahjong Academy guy. They're both able to balance tiles in their fingers!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Super Secret Forbidden Edition'.

$end

$info=mladyhtr,
$bio

Mahjong The Lady Hunter - Kaitou Kuroneko Renmei Hen (c) 05/1990 Nichibutsu.


Mahjong with a comic book style superhero against femme fatales!

Controlled with a mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Phantom Thief Black Cat Alliance Chapter'.


THE LADY HUNTER character is a parody of Batman using the Nichibutsu owl logo. The 'Batman' logo on the LADY HUNTER's chest is actually a Nichibutsu owl. When THE LADY HUNTER announces 'Reach', he holds up a Batarang-like weapon - only it's a Nichibutsu Owl-arang. One of the women who you play against will randomly turn into a Catwoman-like character if you don't beat them up in the right order after you've defeated them at mahjong.

$end

$info=triplew1,
$bio

Mahjong Triple Wars (c) 06/1990 Nichibutsu.


An RPG-style mahjong game with selectable characters and items.

Controlled with a mahjong control panel.


- SERIES -


1. Mahjong Triple Wars (1989)

2. Mahjong Triple Wars 2 (1990)

3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

$end

$info=triplew2,
$bio

Mahjong Triple Wars 2 (c) 08/1990 Nichibutsu.


An RPG-style mahjong game with lots of bonus items to be found.

Controlled with a mahjong control panel.


- SERIES -


1. Mahjong Triple Wars (1989)

2. Mahjong Triple Wars 2 (1990)

3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

$end

$info=sailorws,sailorwa,
$bio

Mahjong Triple Wars Bangai-hen - Sailor Wars (c) 04/1993 Nichibutsu.


The Sailor Senshi battle each other until they're completely nude!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars'.


The [BET] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!!".


- SERIES -


1. Mahjong Triple Wars (1989)

2. Mahjong Triple Wars 2 (1990)

3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)

$end

$info=sailorwr,
$bio

Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!! (c) 1993 Nichibutsu.


The Sailor Senshi battle each other until they're completely nude!

Controlled with a mahjong control panel.


- TRIVIA -


The [Amuse] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars".


- SERIES -


1. Mahjong Triple Wars (1989)

2. Mahjong Triple Wars 2 (1990)

3. Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!! (1993)

$end

$info=uchuuai,
$bio

Mahjong Uchuu yori Ai wo komete (c) 05/1989 Nichibutsu.


Save the mahjong girls from the evil space robots!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong From Space with Love'.

$end

$info=mjuraden,
$bio

Mahjong Uranai Densetsu (c) 1992 Nichibutsu.


Mahjong with women in lingerie - if you win, of course.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Fortune Teller Legend'.

$end

$info=vanilla,
$bio

Mahjong Vanilla Syndrome (c) 01/1991 Nichibutsu.


The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


This game is also known as "Mahjong Final Bunny".


- STAFF -


Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)

Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso

Special designer : Katsuhiko Nishijima

$end

$info=vitaminc,
$bio

Mahjong Vitamin C (c) 1989 Home Data.


Mahjong with a hospital theme.

Controlled with a mahjong control panel.

$end

$info=wcatcher,
$bio

Mahjong Wakuwaku Catcher (c) 1993 Nichibutsu.

$end

$info=yarunara,
$bio

Mahjong Yarunara (c) 1991 Dynax.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong - If we do this'.

$end

$info=yosimoto
$bio

Mahjong Yoshimoto Gekijou (c) 1994 Nichibutsu / Yoshimoto Kougyou.

$end

$info=mjyuugi,mjyuugia,
$bio

Mahjong Yuugi (c) 1990 Visco.


A mahjong game with cute little girls who toss the dice for you.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Relaxation'.

$end

$info=mjyougo,
$bio

Mahjong-yougo no Kiso Tairyoku (c) 1989 Home Data.


An insane-looking man and a digitized delivery girl on roller skates team up to bring you some hot mahjong action!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong-term For Physical Strength'.

$end

$info=korinai,korinaim,
$bio

Mahjong-Zuki no Korinai Menmen (c) 04/1988 Nichibutsu.


A mahjong game with cute cartoon girls.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Naughty Mahjong-loving Guys'.

$end

$info=mahoudai,
$bio

Mahou Daisakusen (c) 05/1993 Raizing.

Game ID : RA-MA7893-01


- TRIVIA -


The title of this game translates from Japanese as 'Magic Great Military Operation'.


Licensed to Able for Japan distribution.


This game is known outside Japan as "Sorcer Striker".


This game is the first game created by Raizing.


- SERIES -


1. Mahou Daisakusen (1993)

2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)

3. Great Mahou Daisakusen (2000)


- STAFF -


Music composed by :Atsuhiro Motoyama


- PORTS -


* Computers :

FM Towns PC

$end

$info=gunhohki,
$bio

Mahou Keibitai Ganhooki (c) 1992 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Gunbroom - Magic Guardians'.


This game is known outside Japan as "Mystic Riders".


This game runs on the Irem M-92 system hardware.

$end

$info=maiko,mmaiko,
$bio

Maikobana (c) 08/1990 Nichibutsu.


A hanafuda game featuring the good ol' stripping Japanese ladies.

Controlled with a hanafuda control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Dancing Flower Girl'.

$end

$info=mainsnk,
$bio

Main Event (c) 1984 SNK.

$end

$info=mainevt,mainevto,mainev2p,
$bio

The Main Event (c) 07/1988 Konami.

Game ID : GX799


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Ring no Ohja".


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

$end

$info=mstadium,
$bio

Main Stadium - Meinsutajiamu (c) 06/1989 Konami.


- TRIVIA -


This game is known outside Japan as "Bottom of the Ninth".


This game runs on the "Chequered Flag" hardware.

$end

$info=majest12,
$bio

Majestic Twelve - The Space Invaders Part IV (c) 10/1990 Taito.

Game ID : C64


- TRIVIA -


This game is known outside Japan as "Super Space Invaders '91".


This game runs on the Taito F2 hardware.


This game was dedicated to Katsujiro Fujimoto.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Akkanvader (1995)


- STAFF -


Director : Ichiro Fujisue

Game designer : Tomohiro Ohno

Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma

Hardware : Yasuhiro Shibuya

Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa

Designer : Rintaro Doi, Kumi Mizobe

Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino

$end

$info=mhavoc,mhavoc2,mhavocp,
$bio

Major Havoc (c) 11/1983 Atari.

Game ID : 136025


- TRIVIA -


Gameplay innovation at its finest. A game that would have done greater numbers had anyone cared in 1984. Only 500-600 dedicated machines were manufactured. If Owen had done Major Havoc in a raster version, which was suggested, it would have sold ten times as many. But unfortunately... the operators were getting very angry at vector games for failing all the time.


Mark Cerny came in the middle of the design, adding one of the space waves (the flying fish) and the last 4 base ship mazes. He also added some objects to the mazes (such as the gun and floating boots) and helped clean up old items that never got shipped.


A Major Havoc unit appears in the 1983 movie 'WarGames'.


- UPDATES -


Rev. 3 : Eliminates the finger bug in Rev. 2.


- TIPS AND TRICKS -


* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :

Red code - 23, 250,000 pts, Level 4.

Yellow code - 46, 600,000 pts, Level 9.

Green code - 824, 700,000 pts, Level 10.

Aqua code - 315, 950,000 pts, Level 13.


Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the aqua warp code.


- STAFF -


Designed and programmed by : Owen Rubin, Mark Cerny


- PORTS -


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=mhavocrv,
$bio

Major Havoc Return to Vax (c) 1983.


- TRIVIA -


This game is a hack of "Major Havoc".


- UPDATES -


Changes include :

* 2 new Warp codes and Warp bonus points change.

* 4 new levels.

* Added speech support.

* Game a bit easier.


- TIPS AND TRICKS -


* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :

Red code - 23, 250,000 pts, Level 4.

Yellow code - 46, 550,000 pts, Level 9.

Green code - 824, 650,000 pts, Level 10.

Aqua code - 315, 850,000 pts, Level : 13.

Purple code - 683, ?, Level ?.

Rainbow code - 948, ?, Level ?.


Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the Rainbow warp code.


- STAFF -


Modifications of Owen Rubin's original by : Jess Askey

$end

$info=mjleague,
$bio

Major League (c) 1985 Sega.


- TRIVIA -


This game runs on a Sega Pre-System 16 hardware.


- SERIES -


1. Major League (1985)

2. Super League (1988)

3. Excite League (1989)

$end

$info=majtitle,
$bio

Major Title (c) 1990 Irem.


- TRIVIA -


This game runs on the Irem M-84 system hardware.


- SERIES -


1. Major Title (1990)

2. Major Title 2 - Tournament Leader (1992)

$end

$info=majtitl2,
$bio

Major Title 2 - Tournament Leader (c) 1992 Irem.


- TRIVIA -


This game is known in US as "The Irem Skins Game".


This game runs on the Irem M-92F system hardware.


- SERIES -


1. Major Title (1990)

2. Major Title 2 - Tournament Leader (1992)

$end

$info=majuu,
$bio

Majuu no Ohkoku (c) 10/1987 Konami.

Game ID : GX687


- TRIVIA -


The title of this game translates from Japanese as 'Kingdom of Demon-beasts'.


This game is known outside Japan as "Devil World" and as "Dark Adventure".


This game runs on the Konami Twin 16 hardware.


- STAFF -


Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui

Data file operator : Ikuko Minowa

Graphic designers : Jun Sakurai, Miki Yoshikata

Sound editors : Hideaki Shikama, Kenichi Matsubara

Engineer : Keisuke Hashima

Assistant programmers : Akira Suzuki, Tatsuo Fujii

Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto

$end

$info=makaiden,
$bio

Makai Densetsu (c) 10/1988 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Legend of Makai'.


This game is known outside Japan as "Legend of Makai".


This game runs on the Jaleco Mega System 1-Z system hardware.


- STAFF -


Sound composers : Shizuyoshi Okamura, K (Tecchan)

$end

$info=makaimur,makaimuc,makaimug,
$bio

Makaimura (c) 09/1985 Capcom.


Life is good for the brave Knight Arthur since he has a cutie like Gunievere as his girl. Apparently this can´t last forever since the Goblin King has decided that he wants her as well so he sends his demons to kidnap her in the middle of Arthur's romantic date! So Arthur equips his iron armor & trusty lance and embarks one a one-man journey into the realm of darkness in order to save his girl. Features classic gameplay & a high level of challenge. Love is never easy! :)


- TRIVIA -


The title of this game translates from Japanese as 'Demon World Village'.


This game is known outside Japan as "Ghosts'n Goblins".


The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement).


The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".


The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on the Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


Bandai released a boardgame based on this video game (in Japan only) in 1989 : You play a knight trying to defeat the demon Loki. Roll the dice to move along the board, battle monsters as you proceed, and fulfill requirements to go from one section to the next.


- UPDATES -


This version, unlike all other versions, uses a cross instead of a shield.


- TIPS AND TRICKS -


* Turn Into A frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.


* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :)


* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.


* Boss Tricks :

1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key.

2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.


* Other Tricks :

1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).

2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.

3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.

4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise!

5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.


* Armor :

1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.

2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.

3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.

4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).


- SERIES -


1. Makaimura (1985)

2. Daimakaimura (1988)

3. Chohmakaimura (1991, Nintendo Super Famicom)


- STAFF -


Designed by : Tokuro Fujiwara

Lead Programming : Toshio Arima

Music & Sound Effects : Ayako Mori


- PORTS -


* Consoles :

Bandai WonderSwan (1999)

$end

$info=maketrax,maketrxb,
$bio

Make Trax (c) 11/1981 Kural Electric.


Roll 'em over at the overpass! The player takes up his paint brush to paint and complete a blank pattern.


- TRIVIA -


Licensed to Williams for manufacture and distribution.


This game is also known as "Crush Roller".


Two bootlegs are known as "Paint Roller" and "Magic Brush".


- UPDATES -


Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).

$end

$info=makyosen,
$bio

Makyou Senshi (c) 06/1987 Data East.


- TRIVIA -


The title of this game translates from Japanese as 'Demon Region Soldier'.


This game is known outside Japan as "Gondomania".


Data East released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- STAFF -


Game designed by : Y. Gondo

Programmers : T. Kitazawa, T. Nishizawa, S. Tamura

Sound by : H. Yoshida

Music composed by : Azusa Hara (AZUSA)

Character designers : Back Man, A. Kushima, H. Nomura

Hardware designer : K. Yoshida

Ending designed by : T. Nishizawa

Supervised by : T. Kitzawa

$end

$info=malzak,
$bio

Malzak (c) 19?? Kitronix.

$end

$info=manhatan,
$bio

Manhattan 24 Bunsyo (c) 03/1986 Konami.

Game ID : GX507


- TRIVIA -


The title of this game translates from Japanese as 'Manhattan Police Station 24'.


This game is known outside Japan as "Jail Break".


- TIPS AND TRICKS -


* Easter Egg : From the beginning of the game, rescue four hostages in a row. You have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game. Gas him to get an interesting peep-show!


- STAFF -


Executive producers : K.K and K.K

Music by 'Sound Effect Study Room'.

Directed by : Oolong Sugimo

Produced by 'Soft Second Development Room'.

$end

$info=maniach,maniach2,
$bio

Mania Challenge (c) 1986 Technos.

Game ID : TA-0017


- TRIVIA -


Licensed to Taito.


This game is a two players version of "Mat Mania".

$end

$info=maniacsq,maniacsp,
$bio

Maniac Square (c) 04/1992 Gaelco.


- TRIVIA -


The final version (that is very different) was released in 1996, 4 years after the prototype (see Updates section for more info).


- UPDATES -


Differences between the prototype version (Game ID : 922804/2) and the final release :

* In the prototype version there is a digital score that was not there in the final version.

* In the final release, there are no special blocks and helps.

* In the final release, when only one player plays, the playing area is centered in the screen.

* In the final release, when there is only one player playing the game, the screen has only one playing field.

* The final release is an endurance game, while the prototype is ala Tetris from Atari, a levels game.


- STAFF -


Programmers : Tomas Cepeda, Pablo Martinez, Raul Izquierdo

Graphic designer : Gerardo Oporto

$end

$info=manxtt,
$bio

Manx TT - Super Bike (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2A hardware.


Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure.


- PORTS -

* Consoles :

Sega Saturn (1997)


* Computers :

PC [Windows 9x, CD-ROM] (1997)

$end

$info=manybloc,
$bio

Many Block (c) 1991 Bee-Oh.

$end

$info=mappy,mappyj,
$bio

Mappy (c) 03/1983 Namco.


- TRIVIA -


Licensed to Bally Midway for US manufacture and distribution (03/1983).


This game runs on the "Super Pac-Man" hardware but uses a newer video board wich supports scrolling.


Mappy is the first game from Namco to include the "ALL RIGHTS RESERVED" on the titlescreen.


The mapping of the level counters in Mappy is a little strange; after level 49, the level symbols in the bottom right corner temporarily stop updating, but the numerical level counter and the high score display both record the proper level. The level symbols then start displaying correctly again at level 100 and continues to display correctly until level 254. Level 255 morphs into Level 0. Then the game starts over again and becomes easy again for level 1.


Mappy is likely derived from 'mappo', a Japanese slang term (slightly insulting) for a policeman.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Left pressed to make the screen scroll left until the grid covers the whole screen.

3) Press the service switch 3 times (the one that adds a credit, not the one to enter service mode).

4) Keep Button 1 pressed and enter the following sequence : Left(x4), Start1(x6), Left(x3), Start2. '(c) 1983 NAMCO' will appear on the screen.


* Easter Egg 2 :

1) Play the game and reach the third bonus round (the one after round 10).

2) Press Button1(x3), Start1(x3) and Start2(x3).

After the score of the bonus round is shown, this text will be added at the bottom of the screen : '(c) 1983 NAMCO ALL RIGHTS RESERVED'.


- SERIES -


1. Mappy (1983)

2. Hopping Mappy (1986)


- STAFF -


Music by : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Nintendo Famicom (1984)

Epoch corporation super cassette vision (1984)

Sega Game Gear (1991)

Nintendo Game Boy Color (1996, "Namco Gallery Vol.1")

Sony PlayStation (1996, "Namco Museum Vol.2")


* Computers :

Fujitsu FM-7 (1983)

MSX (1984)

PC [Windows, CD-Rom] (1997, Namco History Vol.1")

Sord-M5

NEC PC-6001 

NEC PC-8001

NEC PC-8801

NEC PC-9800 series

Sharp X1 

Sharp MZ1200/1500

Sharp MZ2500

Sharp X68000


* Others :

LCD handheld game (19??) released by MGA (Micro Games of America).

Arcade (1995, "Namco Classics Collection Vol.1")

Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004).

$end

$info=marble,marble2,marble3,marble4,
$bio

Marble Madness (c) 12/1984 Atari Games.

Game ID : 136033


Controlled with a trackball.


- TRIVIA -


Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. Mark taught himself how to program in assembly language before joining Atari, so he fit right in. In 1984, Marble Madness was the first game for the new Atari System 1 harware and Atari Games demonstrated the technical superiority of this new piece of hardware with this outstanding game. It was the first game with such impressive Pseudo-3D-Graphics.


The original plans called for the trackball to be motorized and syncronize its spin with that of the marble, to simulate inertia.


Marble Madness was the first game with true stereo sound. It was the first game with a kind of film music, the music really supports the pictures and keeps the player in suspense. It seems to be the first game that hardly had any repetitive elements during the levels and that had a real 'end', the player could win against the machine.


- TIPS AND TRICKS -


* Cancel The Timer : Begin a game and then hold down either the 1 or 2 player Start and press the 'service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.


* When you play 2 players, the winner of each level gets a bonus 5 seconds (I was better than my brother, so I'd always get the 5 seconds :D). If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).


* This isn't really a trick, but some people don't realize it : On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.


- SERIES -


1. Marble Madness (1984)

2. Marble Man - Marble Madness II (1991)


- STAFF -


Designed / Graphics by : Mark Cerny

Programmed by : Bob Flanagan

Sound by : Hal Canon, Brad Fuller


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Game Boy (1991)

Sega Mega Drive (1991)

Sega Game Gear (1992)

Sega Master System (1992)

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Nintendo Game Boy Color (1999)

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Commodore C64 (1986)

Apple II (1986)

Amstrad CPC (1986)

Commodore Amiga (1986)

Sinclair ZX Spectrum (1987)

PC [MS-DOS] (1987)

Atari ST (1989)

Sharp X68000 (1991)


PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2")


* Others :

LCD handheld game (1989) released by Tiger Electronics.

$end

$info=mmaze,
$bio

Marchen Maze (c) 07/1988 Namco.


- TRIVIA -


This game is known outside Japan as "Alice in Wonderland".


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989.


- STAFF -


Game designers : NAK & Take

Designers : Take & MY & POP

Programmer : XVX

Data : NAK

Back ground music : S. Kobayashi

Alice's voices : E. Shitara

Sound : PXX


- PORTS -


* Consoles :

NEC PC Engine (1990)


* Computers :

Sharp X68000 (1988)

$end

$info=marineb,
$bio

Marine Boy (c) 1982 Orca.

$end

$info=marinedt,
$bio

Marine Date (c) 1981 Taito.

$end

$info=mariner,
$bio

Mariner (c) 1981 Amenip.


- TRIVIA -


This game is known in US as "800 Fathoms".


This game runs on the "Scramble" hardware.

$end

$info=mario,mariojp,
$bio

Mario Bros. (c) 03/1983 Nintendo.


- TRIVIA -


The US version was released on 05/1983 (see Updates for more information).


Mario first appears in "Donkey Kong" as Jumpman.


Note : The aptly-titled 'Mario Bros.' introduces the world to the other Mario brother : Luigi.


The musical introduction at the beginning of the game is the first movement of Mozart's Eine Kleine Nachtmusik.


Two bootlegs of this game are known as "Masao" and "Pest Place".


A Mario Bros. units appears in the 1986 movie 'Over the Top'.


- UPDATES -


The Japanese version features an extra life every 30000 points, compared with only one free life per game in the English version.


- TIPS AND TRICKS -


* Hint 1 : As often as possible, try to kill animals in groups. Any animal killed is worth 800 points (plus the 800 point bonus coin). If you kill two animals in a short time (approx 1 second), the first is still only worth 800, but the second animal is worth 1600 points, not just 800. For three animals, the points are 800-1600-2400. For four animals, the points are 800-1600-2400-3200. The point for a killed animal is never more than 3200. So if you were to kill 5 at once, the fourth and fifth animal would both be worth 3200.


* Hint 2 : Use the 'POW' button when several animals are hittable and grouped closely. This will make it easier to get the 'Hint 1' points.


* Hint 3 : You can kill the fireballs just like tipping the animals; wait til they are close to the ground and hit underneath them.


- SERIES -


1. Mario Bros. (1983)

2. Super Mario Bros. (1985, Nintendo Famicom)

3. Super Mario Bros. 2 (1986, Nintendo Famicom)

4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)

5. Super Mario Bros. 3 (1988, Nintendo Famicom)

6. Super Mario Land (1989, Nintendo Game Boy)

7. Super Mario World (1991, Nintendo Super Famicom)

8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)

9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)

10. Mario Clash (1995, Nintendo Virtual Boy)

11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)

12. Super Mario Land 4 (1997, Nintendo Game Boy)

13. Super Mario 64 (1997, Nintendo 64)

14. Yoshi's Story (1998, Nintendo 64)

15. Super Mario Sunshine (2002, Nintendo Gamecube)


- STAFF -


Designed and programmed by : Shigeru Miyamoto

Music by : Hirokazu Tanaka


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

Nintendo Famicom (1986)

Atari 7800 (1988)

Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World")


* Computers :

Atari 800 (1983)

Commodore C64 (1984)

Amstrad CPC (1987)

Apple II

$end

$info=markham,
$bio

Markham (c) 1983 Sun Electronics.

Game ID : TVG14

$end

$info=mars,
$bio

Mars (c) 1981 Artic Electronics.


- TRIVIA -


This game runs on the "Scramble" hardware.

$end

$info=mmatrix,mmatrixj,
$bio

Mars Matrix - Hyper Solid Shooting (c) 04/2000 Capcom.

Game ID : CP-S II No. 32


- TRIVIA -


Developed by Takumi (see Staff section for more info).


This game runs on the Capcom Play System II hardware (CPS II).


Suleputer released a limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on 11/01/2001.


- STAFF -


* Takumi :

Programmers : Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada

Object designers : Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou

Scroll designers : Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka

Music composer : Yasushi Kaminishi

Sound programmer : Masahiro Yuge

Concept mechanic designers : Choco, Shorp, Nadialove Kitty, Norihiro Takikawa

Planner : Ikuwo Satoh

Producer : Yukikazu ozaki

Executive producer : Tomoaki Fujimoto


* Capcom :

Producer : Tatuya Minami

Support from R&Dept. #3, Tomoshi Sadamoto


- PORTS -


* Consoles :

Sega Dreamcast

$end

$info=mtlchamp,mtlchmpj,mtlchmpu,
$bio

Martial Champion (c) 1993 Konami.

Game ID : GX234


Knock-Out The Competitions! Ten typical fighters battle against each other in a tournament to win the belt of world Martial Champion.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on a "Mystic Warriors - Ikari no Ninja" based hardware.


Martial Champion's sprites were some of the largest used in a fighting game up to that point (1993).


- UPDATES -


In all non-Japanese versions, Titi is known as Chaos and vice-versa.


- STAFF -


Planning produced by Poyoyon Production.

Directed by : Heine Ken

Produced by : Kanon Pachelbel

Character designed by : Heine Ken, Tetsuya Ake, Suruganokami Madaow, Hi-8

Production designed by : Maguro

Sound designed by : Kingoro

Music designed by : Nakanotti, Deep Sleep Sugisawa

System designed by : Shoot-VRF

Special program by : Kodaman

Title designed by : Hanatani


* CAST :

Jin : Jin Tihijou

Goldor : Tetsu Kanzaki

Racheal : Racheal Miyawaki

Zen : ???-????

Hoi : Uhoho

Chaos : Waddy

Mahambah : Kanbei

Avu : Takepon

Titi : Ishimaroto

Bobby : Baja

Salamander : Masa32


- PORTS -


* Consoles :

NEC PC Engine Super CD-ROM (1993)

$end

$info=maruchan,
$bio

Maru Chan de Goo! (c) 1997 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Let's go by way of Maru-Chan'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=marvland,marvlanj,
$bio

Marvel Land (c) 02/1989 Namco.


Great horizontal platform game that takes place in a theme park, most of your enemies are moles and boss are mini game.

Controlled with a 4-way joystick and three buttons.


- TRIVIA -


This game runs on the Namco System 2 hardware.


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=msh,msha,mshb,mshh,mshj,mshjr1,mshu,
$bio

Marvel Super Heroes (c) 10/1995 Capcom.

Game ID : CP-S II No. 12


Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him.


- UPDATES -


Revision 1 :

* Euro, Japanese and Asia releases (951024).


Revision 2 :

* Brazil and Hispanic releases only (951117).


- TIPS AND TRICKS -


* Play As Anita : Press MP, LP, Left, LK, MK at the character selection screen.


* Play As Dr. Doom : Press MK, LP, Down, LK, MP at the character selection screen.


* Play As Thanos : Press LK, HK, MP(x2), Up at the character selection screen.


* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start.


* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character.


* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts.


* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character.


- STAFF -


Planners : Takeshi Tezuka, T. Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura

Programmers : Tarabar-Black, Aoi-Peach, Kaw-K.Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, T. Ueno, Youji

Scroll designers : Konomi, Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M

Music composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki

Sound designers : Picard Mij, Satoshi Ise (Ayano), Ryoji

Sound producer : Arcade Sound Team

Voice designers : Hiroaki Kondo (New-X?)


* Object Designers :

Thanos by : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako.Satoh

Dr.Doom by : Satoru Yamashita, Ino, Seigo Kawakami

Wolverine by : Akiman

Spider-man by : Arahijuf, Rumi Yamaguchi, T.Shirahama

Captain America by : Masaaki.Tanaka, Chimorin Shogun, Misako.Yamamoto

Psylocke by : Eripyon.N

Hulk by : Makoto Ishi, K.Takechan, Miwa, Kanako.Takami

Ironman by : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You.Ten.Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K?okunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki

Magneto by : A. Iwasaki

Shuma-Gorath by : Masayo Tsujimoto, Jun Matsumura (27), Shinya.M, Kako, Masanori Kondo

Black heart by : Alien Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin

Juggernaut by : Hiroaki Minobe, R. Sato, Kazuko Kawanaka

Effect : Ntengm.Nakatani, Sagata, Tanuki, Kimo Kimo


* Voice Actors :

Captain America, Wolverine : Cathal J. Dodd

Black Heart : Jeimz Woolvet

Psylocke : Catherine Disher

Shuma-Gorath : Franck Perry

Spider-man : Patrick Chilvers

Hulk, Thanos : Andrew Jackson

Juggernaut : Rick Bennett

Ironman : Chris Britton

Anounncer, Dr. Doom, Magneto : Lorne Kennedy


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=mshvsf,mshvsfu1,mshvsfa1,mshvsfa,mshvsfh,mshvsfj1,mshvsfj2,mshvsfj,mshvsfb,mshvsfb1,
$bio

Marvel Super Heroes vs. Street Fighter (c) 06/1997 Capcom.

Game ID : CP-S II No. 23


The second 'Capcom Vs.' series fighter, featuring 17 Marvel and Street Fighter characters teaming up to face the extremely cheap Mech-Akuma!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Firstsmile released a limited-edition soundtrack album for this game (Marvel Super Heroes Vs. Street Fighter Original Soundtrack & Arrange - FSCA-10017) on 19/09/1997.


- UPDATES -


The Japanese version features an extra playable character, Norimaro, modeled after a Japanese comedian Noritaro Kinashi. His character slot on the character select screen is replaced by the MSH vs. SF logo on all non-Japanese version.


- TIPS AND TRICKS -


* Play As Evil Sakura : At the character selection screen, highlight Hulk, hold Right for 5 sec. and press LP+HP or LK+HK.


* Play As Evil Zanglief : At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press LP+HP or LK+HK.


* Play As Armored Spiderman : At the character selection screen, highlight Ryu, move up and hold Up for 5 sec. and press LP+HP or LK+HK.


* Play As Mephisto : At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press LP+HP or LK+HK.


* Play As U.S. Agent : At the character selection screen, highlight Bison, hold Up for 5 sec. and press LP+HP or LK+HK.


* Play As Shadow Charlie : At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press LP+HP or LK+HK.


* Play As Gambit : Go to Dhalsim, hold Start, then move Left(x2), Down(x4), Right(x2), Up(x2), Right and press and hold LP+MK+HP together.


* Play As Norimaru (Japanese version only) : Norimaro will show on the character select screen (bottom middle square) if the machine is set to Freeplay or 1 coin X credit. A setting of 2 coins or above and you will only see the Marvel Super Heroes Vs. Street Fighter logo in his square.


* Beat 'em While They're Down : After defeating your opponents, press and hold Start. Normally your character wont be able to move after the round is over but by holding Start you will not only be able to move freely (until the next round starts) but you will be able to hit your opponent and even do a Super on them!


* Change Battle Order : When the screen shows which teams will be battling, press Punch or Kick three times to change the order of battle.


* Double Team Spidermen : Start a new game and choose any character for your first choice followed by Spiderman as the second character. Deliberately lose, then continue and choose Silver Spiderman as your first character. The other Spiderman should be selected as your second character.


* Fight Secret Characters (Japanese Version) : To fight a secret character in the Japanese version you must do a certain amount of team super finishes :

Character #

Evil Sakura 5

Evil Zangief 6

Shadow Charlie 7


* Hyper Mode : At the vs. screen, hold LK+MP+HK.


* Dan's Explosion : Pick Dan as your fighter and anyone else. At the Vs. screen hold LP until the word fight disappears. When the match begins Dan will fall into a small explosion.


- SERIES -


Note : also called the 'Capcom vs.' series.


1. X-Men vs. Street Fighter (1996)

2. Marvel Super Heroes vs. Street Fighter (1997)

3. Marvel vs. Capcom - Clash of Super Heroes (1998)

4. Marvel vs. Capcom 2 - New Age of Heroes (2000)


- STAFF -


Planners : Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto

Original art works : Akiman, Sakomizu, Ukabin

Object designers : Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Miyamoto Shinya, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R.Naoi, Kanako<3Takami

Scroll designers : Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop

Music composers & arrange : Yuki Iwai, Yuko Kadota

Sound director : Hiroaki Kondo (X68K) (cipher)

Sound assistants : Hachi & Ise & lee, Moe.T(cipher)

Recording director : Susan Hart

Recording enginners : Paul Shubat, Dave Hatt

Programmers : Motsu, Eternal Sailor, Kaw, Silver Kadontz, You!

Producer : Kenji Kataoka

General producer : Noritaka Funamizu

Executive producer : Yoshiki Okamoto


*  Voice Actors :

Zangief : Wataru Takagi

M. Bison : Tomomichi Nishimura

Dhalsim : Yoshiharu Yamada

Sakura Kasugano : Yuko Sasamoto

Akuma : Tomomichi Nishimura

Chun-Li : Yuko Miyamura

Ken Masters : Tetsuya Iwanaga

Ryu : Toshiyuki Morikawa

Dan Hibiki : Osamu Hosoi

Cyclops : Normam Spencer

Captain America : Cathal J. Dodd

Spider-Man : Patrick Chilvers

Shuma-Gorath : Franck Perry

Wolverine : Cathal J. Dodd

The Incredible Hulk : Andrew Jackson

Blackheart : Jaimz Woolvett

Omega Red : Len Doncheff

Norimaro : Noritake Kinashi

Apocalypse : Lorne Kennedy

Narrator : Tony Daniels


- PORTS -


* Consoles :

Sega Saturn (1998)

Sony PlayStation (1999)

$end

$info=mvsc,mvsca,mvsch,mvscjr1,mvscj,mvscb,mvscar1,
$bio

Marvel vs. Capcom - Clash of Super Heroes (c) 01/1998 Capcom.

Game ID : CP-S II No. 28


Fifteen characters from all walks of the Marvel and Capcom lineups tag-battle each other including loads of special assist characters.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Here are the debut comics for the 20 Marvel characters including the Guest Characters (For those with alter-egos, they are also listed) :

Captain America (aka Steve Rogers) - Captain America Comics #1

Colossus (aka Piotr Rasputin Nikovalitch) - Giant-Size X-Men #1

Cyclops (aka Scott Summers) - Uncanny X-Men #1

Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266

Hulk (aka Robert Bruce Banner) - Incredible Hulk #1

Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1

Jubilee (aka Jubilation Lee) - Uncanny X-Men #244

Juggernaut (aka Cain Marko) - Uncanny X-Men #12

Magneto (aka Erik 'Magnus' Lesherr) - Uncanny X-Men #1

Onslaught - X-Men (Vol. 2) #53

Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2

Rogue - Avengers Annual #10

Sentinel - Uncanny X-Men #14

Spider-Man (aka Peter Parker) - Amazing Fantasy #15

Storm (aka Ororo Munroe) - Giant Size X-Men #1

Thor (aka Jake Olsen) - Journey Into Mystery #83

U.S. Agent (aka John F. 'Johnny' Walker) - Captain America #351

Venom (aka Eddie Brock) - Amazing Spider-Man #300

War Machine (aka James Rhodes) - Iron Man #281

Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180


Here are the debut games for the 19 Capcom characters including the Guest Characters :

Anita - "Night Warriors - Darkstalkers' Revenge" ("Vampire Hunter - Darkstalkers' Revenge" in Japan)

Arthur - "Ghosts'n Goblins" ("Makaimura" in Japan)

Captain Commando - "Captain Commando"

Chun-Li - "Street Fighter II - The World Warrior"

Devilotte Do Dethsatan IX (aka Devilot) - "Cyberbots - Fullmetal Madness"

Jin Saotome - "Cyberbots - Fullmetal Madness"

Lou - "Three Wonders" ("Wonder 3" in Japan)

Megaman (Rockman in Japan) - Megaman (Rockman in Japan)

Michelle Heart - "Legendary Wings" ("Ares No Tsubasa - The Legendary Soldiers" in Japan)

Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)

Pure and Fur - "Capcom World 2 - Adventure Quiz"

Roll - Megaman (Rockman in Japan)

Ryu - "Street Fighter"

Saki - "Quiz Nanairo Dreams - Nijiirochou no Kiseki"

Shadow - "Marvel Super Heroes vs. Street Fighter"

Strider Hiryu - "Strider" ("Strider Hiryu" in Japan)

Ton-Pooh - "Strider" ("Strider Hiryu" in Japan)

Unknown Soldier - "Forgotten Worlds" ("Lost Worlds" in Japan)

Zangief - "Street Fighter II - The World Warrior"


Strider's ending is a reference to that of the ending in his own game ("Strider")

Jin's ending is a reference to Gawaine's ending in "Cyberbots - Fullmetal Madness" (but with Jin taking the place of Gawaine, Onslaught taking the place of the Final Weapon of Destruction, Jin's headband taking the place of Gawaine's sword and Ryu taking the place of Jin).

Megaman's ending is a reference to what happens in his own games ("Megaman - The Power Battle") when he beats a boss.

Captain Commando's ending is a reference to the ending in his own game ("Captain Commando").


Rumors exist for the reason War Machine was in the roster instead of Iron Man (although Hyper-Armor War Machine in the game had similar moves with Iron Man). The most popular reason being that Capcom, at the time, did not have the rights to use the Iron Man character.


Suleputer released a limited-edition soundtrack album for this game (Marvel Vs. Capcom OST - CPCA-1005) on 21/03/1998.


- UPDATES -


Most people probably already know that some of the characters names were changed in the American version (E.g., Rockman was changed to Megaman).

When they recorded the announcer's voice, she had to say both the original names and the American ones during the recording. But for some of the characters' names that were NOT changed, there were alternate pronunciations recorded.

For example, when you select Chun-Li in the Japanese version, the way the announcer pronounces 'Chun' rhymes with 'noon'.

In the American version, the way she pronounces 'Chun' rhymes with 'fun'. There is also an unused alternate pronunciation of Zangief (which sounds like 'Zain-geef') that can be heard in the Sound Test.


Megaman's 'Rock Upper' move in the Japanese version is called 'Mega Upper' in the US version, simply because the name of the character is different in Japan and the US.


- TIPS AND TRICKS -


* Play As Hyper-Armor War Machine : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Down(x4). Hyper-Armor War Machine will appear above Zangief.


* Play As Shadow Lady : At the character selection screen, highlight Morrigan and press Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5). Shadow Lady will appear below Gambit.


* Play As MSH Seinou Hulk (Marvel Super Heroes Ability Hulk) : At the character selection screen, highlight Chun Li and press Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2), Right(x2), Up(x2), Down(x4), Up(x4), Left, Up. MSH Seinou Hulk will appear above Ryu.


* Play As Lilith-Kaze Morrigan (Lilith-style Morrigan) : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down. Lilith-Kaze Morrigan will appear below War Machine.


* Play As Roll-chan (-chan is a ''suffix for familiar 'female' person'') : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2). Roll-chan will appear to the right of Megaman.


* Play As High-speed Venom : At the character selection screen, higlight Chun Li and press Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up. High-speed Venom will appear above Chun-Li.


* Play As Onslaught (Japanese version only) : Highlight Zangief at the character selection screen. Hold Start and rotate the joystick twenty times in a clockwise circle before the timer expires, then press LP+MP+HP+LK+MK+HK.


* Change Character Lineup : Press all three Punch buttons at the 'vs.' screen to change the lineup (second chosen character is now first up). You can repeat this code again to reset the lineup.


* Continue Attacking : Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves.


* Choose Your Helper : To obtain the helper of you choice, you must always hold down start and then the designated buttons, just before selecting your second character.

Shadow - LP+MK+HP

Sentinel - MP+MK+HP

Storm - LP+LK+HP

Thor - LK+MP

Unknown Soldier - LP

Pure and Fur - LK

Anita - LP+MP+HP

Lou - MP

Rogue - LP+MP+HP+LK

Colossus - LP+MP+MK

Michelle Heart - LP+LK

King Arthur - LP+MP

Saki - HP

Ton-Pooh - LP+HP

Iceman - MP+MK

Cyclops - LP+LK+MP

Magneto - LK+HP

U.S. Agent - MK+HP

Psylock - MK

Devilot - MP+HP

Juggernaut - LP+MK


* Dark Charlie-As Your Special Partner : Simultaneously press Light Punch, Medium Kick and Hard Punch after you choose your team.


* Use Opponent's Helper : Defeat your opponent's helper in a single player game. Then, hold LK+MK+HK at the screen that displays the name of the character that won until the next match. If done correctly, your helper in the last match will be from your previous opponent's team.


* Name Changes : Enter --- as a name to have the game change it to 'SIN'. Enter AAA as a name to have the game change it to 'CAP'. Enter MMM as a name to have the game change it to 'MOT'.


* Fight Hidden Characters : In every case, you cannot lose a character. You can give up first attacks and have opponents join in, unlike what other sources tell you. A Super Finish is defined as either a Hyper Combo Finish, a Crossover Combination (or Variable Combination) Finish, or a Duo Team Attack (or Variable Cross) Finish.

1) To fight the team of Orange Hulk and Wolverine, get 3 Super Finishes.

2) To fight the team of Gold War Machine and Captain America, get 5 Super Finishes, two of which must be Duo Team Attack Finishes.

3) To fight the team of Red Venom and Spider-Man, get 6 Super Finishes, four of which must be Duo Finishes and finish six rounds under a certain amount of time.

4) To fight Lilith-Style Morrigan and Chun-Li, get 3 Super Finishes and drain your helper stocks in two matches.

5) To fight Roll and Megaman, get 5 Super Finishes, 2 of which are Duo Finishes and drain your helper stocks in six matches.

6) To fight Shadow Lady and Jin, get 6 Super Finishes, 4 of which are Duo finishes, drain your helper stocks in six matches and finish six matches under a certain amount of time.


- SERIES -


Note : also called the 'Capcom vs.' series.


1. X-Men vs. Street Fighter (1996)

2. Marvel Super Heroes vs. Street Fighter (1997)

3. Marvel vs. Capcom - Clash of Super Heroes (1998)

4. Marvel vs. Capcom 2 - New Age of Heroes (2000)


- STAFF -


Planners : Atsushi Tomita, Dave Matumoto, Nakano Tau! Masahiro

Original art works : Akiman, Shoei, Sakomizu

Object designers : Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Kondo Masanori, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon.N, Kimo Kimo

Scroll designers : Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally

Music Composers & Arrangers : Yuko K. Takehara, Masato Kohda

Sound director : Ryoji Yamamoto

Recording director : Susan Hart

Recording engineers : Paul Shubat, David Stinson

Second engineers : Dave Hatt, Rick Pacholko

Programmers : Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Teruaki Hirokado (Bakunetsu Hirokado)

Producer : Kenji Kataoka

General producer : Noritaka Funamizu

Executive producer : Yoshiki Okamoto


* Voice Actors (Art Vision):

Capcom heroes...

Strider Hiryu : Fube Tomomi 

Mega Man, Roll : Fujino Kahoru 

Morrigan :  Jinguji Yayoi

Chun Li : Miyamura Yuko 

Ryu : Morikawa Toshiyuki 

Captain Commando : Nagasako Takashi 

Zangief : Takagi Wataru 

Jin : Ueda Yuji


Marvel heroes...

Jubilee : Alyson Court

Hulk : Andrew Jackson 

Captain America, Wolverine : Cathal J. Dodd

Onslaught : Maurice Wint

Spider-Man : Patrick Chilvers

???? : Rod Wilson 

Gambit : Tony Daniels

???? : Wayne Ward


Narrator : Sally Cahill 


- PORTS -


* Consoles :

Sony PlayStation (2000)

Sega Dreamcast

$end

$info=marvins,
$bio

Marvin's Maze (c) 12/1983 SNK.

Game ID : A2003

$end

$info=masao,
$bio

Masao (c) 1983.


- TRIVIA -


This game is a bootleg of "Mario Bros.".

$end

$info=kamenrid,
$bio

Masked Riders Club Battle Race (c) 1993 Banpresto.

Game ID : BP934


- TRIVIA -


Based on the Tokusatsu series 'Kamen Rider'.


- STAFF -


Main programmer : Sou Kajiwara

Assistant programmers : Jun Ichikawa, Hiroshi Yamanaka, Kenchi Kikkawa

Graphic designers : Yohko Ogawa, Makoto Yamanaka, Takayuki Nanjoh, Masaru Oshima

Sound designers : Naoya Doi, Akira Inoue

Sound programmer : Hiroshi Yamanaka

Hard : Noboru Kohno, Tetsuya Shimohira

Director : Jun Ichikawa

Producer : Takehiko Hoashi

Executive producer : Yoshiaki Tsuyuki

$end

$info=mastkin,
$bio

The Master of KIN (c) 1988 Du Tech.


- STAFF -


Written by : Kyle Hodgetts

$end

$info=masterw,
$bio

Master of Weapon (c) 1989 Taito.

Game ID : B72


- TRIVIA -


This game runs on the Taito B System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.


- TIPS AND TRICKS -


* Levels Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- STAFF -


Directed and produced by : George Jyuttute

Game and character designed by : Yukiwo Ishikawa

Programmed by : George K-5, Takeshi Murata, Creamy Tetsu, Maryin Kondoh

Art designed by : Yukiwo Ishikawa, Takako Kojima, Dandy Yarita, Makoto Fujita, Akira Saitoh, Hisakazu Katoh, Oolong Yamada, Kenji Hazama, Animation 20, Santa Claus

Hardware designed by : Eikichi Takahashi, Hiroyuki Noguchi

Music composed and arranged by : Hisayoshi Ogura, Yasuhisa Watanabe

Graphic designed by : Hiroyasu Nagai, Kazuo Nakagawa, Animation 20

$end

$info=matmania,
$bio

Mat Mania - The Prowrestling Network (c) 1985 Technos.

Game ID : TA-0015


- TRIVIA -


Licensed to Taito.


This game is known in Japan as "Exciting Hour - The Prowrestling Network".

The 2 players version of this game is known as "Mania Challenge".


In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd..


The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is "Sterling Hulk"; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Sterling's most powerful move is the leg drop, which is Hulk Hogan's finisher.


Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Pirahanna is probably Mil Mascaras. The main wrestler ("You") bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released.


- SERIES -


1. The Big Pro Wrestling! (1983)

2. Mat Mania - The Prowrestling Network (1985)

$end

$info=matchit,
$bio

Match It (c) 1989 Tamtex.


Szechuan-style solitaire mahjong.


- TRIVIA -


This game is known in Japan as "Shisensho - Joshiryo-Hen".


- UPDATES -


All the erotic scenes from the Japanese version has been removed.


- SERIES -


1. Match It (1989)

2. Match It II (1993)

$end

$info=mausuke,
$bio

Mausuke no Ojama the World (c) 1995 Data East.


- TRIVIA -


The title of this game translates from Japanese as 'Mausuke's Annoy the World'.


Mausuke is the name of the main character. It's a play on the word 'mausu' which is their pronunciation of 'mouth' and the main character has a giant mouth and the play pieces are mouths.


This game runs on the Sega Titan Video hardware (STV).


- STAFF -


Planned by : Tokumaru Hisato

Graphic directed by : Tokumaru Hisato

Graphic designed by : Tokumaru Hisato and Osada Erika

Programmed by : Kazano Kahoru and Kume Toshiharu

Sound directed by : Satoh Taihey

All BGM wirtten by : Satoh Taihey

Directed by Tsuchiya : Junichi

Executive producer : Kanari Minoru


* Voice Actors :

Mausuke : Malta Mari

Amereon : Malta Mari

Washitaka : Takagi Wataru

Tube Rin : Nagasako Takashi

Huraibo : Nagasako Takashi

Heavy Q : Malta Mari

Wani Da Buru : Takagi Wataru

Bucyu Buru : Nagasako Takashi

Kuin Queen : Malta Mari

$end

$info=maxrpm,
$bio

Max RPM (c) 04/1986 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


This game is known best for its split-screen play, but not much else :).


- STAFF -


Lead Programmer: Tom Leon

Artist / Animator : Brian Colin

$end

$info=maxforce,maxf_102,
$bio

Maximum Force (c) 02/1997 Atari Games.


- TRIVIA -


This game runs on the Atari Cojag hardware.


This game was the second developed by Mesa Logic for Atari Games and has often been described as an unofficial sequel to "Area 51" (the real sequel being "Area 51 Site 4").


The game shares many similarities with "Area 51" (secret rooms, hard drive etc.) but uses a more sophisticated sprite overlay system, which allowed the interactive element to have the same number of colours as the video. Maximum Force uses a 16Bit stream for the main video (instead of 15bit for "Area 51"). There's about 50 minutes of video on the 2 GB hard drive. However, despite the more realistic sprites, innocents still do not disappear when shot and actual gore content is far less than that of, say, Mortal Kombat - Maximum Force was a product of the era where games such as Doom were still being blamed for violent shootings in America and Atari Games wanted to maintain their 'good guy' image.


- UPDATES -


REVISION 1 :

* Software version : 2.07CJ.

* Build date : GUIS : Feb 27 1997 14 :33 :27 / MAIN : Feb 27 1997 14 :36 :15


REVISION 2 :

* Software version : 2.07CJ.

* Build date : GUIS : May 21 1997 17 :00 :51 / MAIN : May 22 1997 23 :12 :50


- TIPS AND TRICKS -


* Duck Hunt : To play the duck hunt bonus game, shoot the posters that hang from columns in the second mission.


* Chicken Hunt : To play the chicken hunt bonus game, shoot all of the buttons in the elevator on the second mission.


* The Horse Race : Shoot out all of the 'art' paintings in mission 2 and you will get into the horse race.


- PORTS -


* Consoles :

Sega Saturn

$end

$info=maya,
$bio

Maya (c) 1994 Promat.


A solitaire mahjong game.


- TRIVIA -


The game code and gameplay is a COMPLETE ripoff of Dynax' Dragon Punch/Sports Match, just with slightly different graphics!

$end

$info=mayday,maydaya,maydayb,
$bio

Mayday!! (c) 1981 Hoei.


- TRIVIA -


This game runs on the "Defender" hardware.


Williams considered this game to be an 'infringement' on their copyright of Defender which led to the halting of Mayday!!'s production.

$end

$info=mayhem,
$bio

Mayhem 2002 (c) 05/1985 Cinematronics.

$end

$info=mayjinsn,
$bio

Mayjinsen (c) 1994 Seta.


- SERIES -


1. Mayjinsen (1994)

2. Mayjinsen 2 (1994)

$end

$info=mayjisn2,
$bio

Mayjinsen 2 (c) 1994 Seta.


- SERIES -


1. Mayjinsen (1994)

2. Mayjinsen 2 (1994)

$end

$info=mofflott,
$bio

Maze of Flott (c) 1989 Taito.

Game ID : C17


- TRIVIA -


This game runs on the "Bonze Adventure" hardware.


- STAFF -


Producers : Akiyama.Sama, Usami.Sama, Kuramochi.Sama

Programmers : Myamya, Wanwan

Graphic designers : Hos, Kosuinen, Phazer.Koji, S. Miyakoshi, Ojyusan, Wan2

Sound : K. Kusatu, Yasuhisa Watanabe, S. Saitou

$end

$info=mazerbla,mzrblzra,
$bio

Mazer Blazer (c) 1983 Stern Electronics.


- STAFF -


Designed by : Brian Pocklacki, Joseph Joos

$end

$info=mazinger,
$bio

Mazinger Z (c) 08/1994 Banpresto.


Vertical shoot'em up with three selectable characters : Mazinger Z, Great Mazinger and Grendizer.


- TRIVIA -


Based off the manga created by legendary artist Go Nagai in 1972.


- UPDATES -


If you set the territorial dip switch to Japan, not only will the Japanese title screen will be shown, you will also see the boss's name (before you start fighting, written in Japanese), and cutscenes are shown in-between levels. These are absent if you set the switch to World.


- SERIES -


1. Mazinger Z (1994)

2. Mazinger Z 2


- STAFF -


Sound effect by : Hitoshi Sakimoto

$end

$info=medlanes,
$bio

Meadows Lanes (c) 10/1977 Meadows Games.

$end

$info=mechatt,
$bio

Mechanized Attack (c) 03/1989 SNK.

Game ID : A8002 'MA'


- STAFF -


Director : H. Hamachi

Character designers : S. Kiyoshi, M. Itoh

Back designer : Ken

Sound & Music : Tarkun, Kidon

Programmer : Mr. SNK 24

Hardware : Komedar Rom

Adviser : Majin Bucho

Producer : Eikichi Kawasaki


- PORTS -


* Consoles :

Nintendo Famicom (1990)

$end

$info=mmehyou,
$bio

Medal Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.


A mahjong game with a race car theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Leopardess' Circuit'.

$end

$info=mjgottub,
$bio

Medal Mahjong Gottsu ee-kanji (c) 1991 Nichibutsu.

$end

$info=mjanbari,
$bio

Medal Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan.


Mahjong with a pachinko bonus game playable during each mahjong hand.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Medal Mahjong Jong Jong Crunch-Crunch'. 'Baribari' is Japanese onomatopoiea denoting a crunching noise, presumably here referring to the pachinko balls crunching around the pachinko machine.


- SERIES -


1. Medal Mahjong Janjan Baribari (1992)

2. Medal Mahjong Pachi-Slot Tengoku (1993)

$end

$info=pachiten,
$bio

Medal Mahjong Pachi-Slot Tengoku (c) 1993 Nichibutsu / Miki Syouji / AV Japan.


Mahjong with a pachinko bonus game playable during each mahjong hand.

Controlled with a mahjong control panel.


- TRIVIA -


'Pachi-slot Tengoku' means 'Pachinko Paradise'. Pachi-slot is a type of pachinko machine.


- SERIES -


1. Medal Mahjong Janjan Baribari (1992)

2. Medal Mahjong Pachi-Slot Tengoku (1993)

$end

$info=mtwins,
$bio

Mega Twins (c) 06/1990 Capcom.


Controlled with an 8-way joystick and three buttons..


- TRIVIA -


This game is known in Japan as "Chiki Chiki Boys".


This game runs on the Capcom Play System hardware (CPS).


- STAFF -


Game designer : Bully Duck

Directors : Noritaka Funamizu (Poo), Kihaji Okamoto

Object designers : Manbou, Ikusan Z, Unicorn Mayumi

Scroll designers : Zummy & Ziggy

Hard designer : kuccan

Programmers : Blbon, Meijin, Yuki Saiko


- PORTS -


* Computers :

Sinclair ZX Spectrum (1991)

Commodore C64 (1991)

Amstrad CPC (1991)

Atari ST (1991)

Commodore Amiga (1991)

$end

$info=megazone,megazona,megazonb,megazonc,megaznik,
$bio

Mega Zone (c) 07/1983 Konami.

Game ID : GX319


- TRIVIA -


Also licensed to Kosuka for manufacture and distribution.


- STAFF -


Staff : K. Hiroshita, Y. Sakamoto, T. Fujiwara, N. Inoue, S. Fukutake

$end

$info=megab,megabj,
$bio

Megablast (c) 10/1989 Taito.

Game ID : C11


At the end of the 21st century, war and hunger disappear on the earth, and humankind go on very well. On such occasion, it occurred to humankind that mysterious disappearances of women rise in waves in many places in the world. The cause is found by the investigation of a secretly organized 'Defending-the-earth-from-the-outside-organization'. That is, a strange contagious disease prevails troughout a planet 'Zancs' in a dark nebula, and women's generative power is lost, then, women on the earth were abducted as substitutes for having their descendants. Downson and Bogey, the choice out of the 'Defending-the-earth-from-the-outside-organization'. start on a journey to the space by using 'Megablast' which is a space fighter equipped with all available products of the earth's scientific power in order to rescue the earth women as well as lovable 'Sindy' who is also abducted together with the other earth women.

Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the Taito F2 hardware.

$end

$info=megadon,
$bio

Megadon (c) 1982 Epos.


- TRIVIA -


Licensed to Photar Industries.

$end

$info=megaforc,
$bio

Megaforce (c) 1985 Tehkan.


- TRIVIA -


Licensed to Video Ware for US manufacture and distribution. This game is known outside US as "Star Force".


- SERIES -


1. Megaforce (1985)

2. Final Star Force (1992)


- TIPS AND TRICKS -


* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).


* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.


* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.


* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.

$end

$info=megaman,
$bio

Megaman - The Power Battle (c) 10/1995 Capcom.


Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Rockman - The Power Battle".


This game runs on the Capcom Play System hardware (CPS).


Sony released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995.


- TIPS AND TRICKS -


* Easter Egg : Sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random.


- SERIES -


1. Megaman - The Power Battle (1995)

2. Megaman 2 - The Power Fighters (1996)


- STAFF -


Planners : Ohko 25th, Zanzo, (^_^")

Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi

Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno


- PORTS -


* Consoles :

Nintendo Gamecube (2004, "Megaman Anniversary Collection")

Sony Playstation 2 (2004, "Megaman Anniversary Collection")


* Arcade :

Capcom Play System II (1995)

$end

$info=megaman2,megamn2a,
$bio

Megaman 2 - The Power Fighters (c) 07/1996 Capcom.

Game ID : CP-S II No. 17


Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Megaman controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious!


- TRIVIA -


This game is known in Japan as "Rockman 2 - The Power Fighters".


This game runs on the Capcom Play System II hardware (CPS II).


Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996.


- SERIES -


1. Megaman - The Power Battle (1995)

2. Megaman 2 - The Power Fighters (1996)


- STAFF -


Game design : Ohko

Programmers : Teruaki Hirokado, Pon, You!

Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja

Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan

Sound effects : Moe.T

Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Koda Masato, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto

Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori

Producer : Yoshimi Ohnishi

General producer : Noritaka Funamizu


- PORTS -


* Consoles :

Nintendo Gamecube (2004, "Megaman Anniversary Collection")

Sony Playstation 2 (2004, "Megaman Anniversary Collection")

$end

$info=megatack,
$bio

MegaTack (c) 1980 GamePlan.


- TRIVIA -


Licensed to Centuri.

$end

$info=meijinsn,
$bio

Meijinsen (c) 1986 SNK / Alpha Denshi.

$end

$info=meikyuh,
$bio

Meikyuu Hunter G (c) 1987 Data East.


- TRIVIA -


The title of this game translates from Japanese as 'Labyrinth Hunter G'.


This game is known outside Japan as "Real Ghostbusters".


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.

$end

$info=kikcubic,
$bio

Meikyuujima (c) 06/1988 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Labyrinth Island'.


- STAFF -


Game designer : Hiroya Kita

Programmers : Kenji Nishi (Total Director), Moichi Matsumoto (Leader), Yuki Kidani, Mitsuya Kitamura, Yoshinori Tanaka

Graphic designers : Manchan (gice me yome), Kame Yamazaki, Kiyoshi Wataya, Miki Hiraga

Sound : Fan, Noriboz, Sclap


- PORTS -


* Consoles :

Nintendo Famicom

$end

$info=meosism,
$bio

Meosis Magic (c) 199? Sammy.

$end

$info=mercs,mercsu,mercsua,
$bio

Mercs (c) 03/1990 Capcom.

Game ID : CP-S I No. 9


The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Senjou no Ookami II".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.


- UPDATES -


REVISION 1 :

* Build date : 90 03 02


REVISION 2 :

* Build date : 90 06 08


- TIPS AND TRICKS -


* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice.


- SERIES -


1. Commando (1985)

2. Mercs (1990)


- STAFF -


Chief designer : S. Okano, A. Kume, Kijima

Character designers : Hitoshi Nishio, T. Hayashi

Sound : M. Gotoh

Sound programmer : Y. Katayama

Programmers : M. Akahori, T. Ohta, Y. Matsui


- PORTS -


* Consoles :

Sega Master System (1991)

Sega Mega Drive (1991)

Sony PlayStation (1998, "Capcom Generation 4")

Sony PlayStation (1998, "Capcom Generations - Blazing Guns")

Sega Saturn (1998, "Capcom Generation 4")


* Computers :

Commodore C64 (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

$end

$info=mermaid,
$bio

Mermaid (c) 1982 Rock-ola.

$end

$info=metafox,
$bio

Meta Fox (c) 1989 Seta.

Game ID : UP


- TRIVIA -


Licensed to Romstar for US distribution.

Also licensed to Taito and Jordan.


- STAFF -


Producer : Jun Fujimoto

T. Ishikawa, N. Nonaka, Y. Ohta, K. Ishikawa, T. Tsuboi, M. Watanabe, K 11, Jordan, M. Asakawa, K. Nakabayashi, F. Sugiura, T. Sato, J. Fujiwara, T. Wada

$end

$info=metalb,metalbj,
$bio

Metal Black (c) 09/1991 Taito.

Game ID : D12


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on 21/01/1992.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Levels Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- SERIES -


1. Gun & Frontier (1991)

2. Metal Black (1991)


- STAFF -


Producers : Senba Takatsuna, Hori Takamasa

Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Ishikawa Katsuhisa

Art directors : Senba Takatsuna, Ohno Wepokichi

Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi

Hardware engineers : Jun Sawaki, Takeda Tomio

Decorator : Kumi Mizobe

Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio

Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave

Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=metlclsh,
$bio

Metal Clash (c) 1985 Data East.


- STAFF -


Game programmer : Akira Sakuma

$end

$info=metlhawk,
$bio

Metal Hawk (c) 1988 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.


- STAFF -


Producers : K. Sawano, K. Tashiro

Game designer : H. Nakatani

Game programmer : A. Yuhara

Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa

Music & Sound effects : Shinji Hosoe, Kazuo Noguchi

Electrical enginnering : M. Yamada, O. Morita

Drive program : T. Inui

PCB designer : T. Okada

Cabinet designer : Y. Nakauma

Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi

$end

$info=mslug,
$bio

Metal Slug - Super Vehicle-001 (c) 04/1996 Nazca.

Game ID : 0201


A rebel army, with powerful weapons & war machines at their disposal, commanded by the evil General Morden seeks to take over the world, and is up to Marco Rossi & Tarma Roving, two seasoned soldiers to face impossible odds in order to defeat this threat as well as rescue the many hostages that are scattered across the battlefield so they can reward you with weapons to help you in your mission. Don't forget to look out for your most powerful weapon available : the fearsome Super Vehicle 001 (known commonly as the Metal Slug). Features funny 2-D graphics with superb color & shading, great music & sound and classic run & gun action. Good luck soldier, your mission awaits...

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Obviously parodying the movie and TV smash hits 'Full Metal Jacket' and 'MASH', this game obviously does not take itself very seriously! The Rebel Army's flag is an obvious parody of the Nazi army's flag. Also General Morden himself is a parody of Saddam Hussein!


Just as the two main heroes (Marco & Tarma) appear on every chapter in this game series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the classic main villains! (Quite a bunch of stubborn fellows, no?) :)


- SERIES -


1. Metal Slug - Super Vehicle-001 (1996)

2. Metal Slug 2 - Super Vehicle-001/II (1998)

3. Metal Slug X - Super Vehicle-001 (1999)

4. Metal Slug 3 (2000)

5. Metal Slug 4 (2002)

6. Metal Slug 5 (2003)


- STAFF -


Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo

Planners : Meeher, Hire-Nag

Sound : Hiya!, Jim

Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=mslug2,
$bio

Metal Slug 2 - Super Vehicle-001/II (c) 02/1998 SNK.

Game ID : 0241


General Morden is still alive as well as his army, and this time around he has sided with powerful allies (some of these are not even human!). The two brave soldiers duo Marco & Tarma are called to deal with this threat once again, aided by the members of the newly founded Sparrow Squad! (Fio & Eri). Features more enemies, more hulking bosses, more weapons, more vehicles, more hostages, more surprises & more humor than its predecessor. See you in hell!!!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The game's alien enemies as well as the final battle & ending sequence are a hillarious homage to the sci-fi blockbuster flick : Independence Day.


On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998.


- SERIES -


1. Metal Slug - Super Vehicle-001 (1996)

2. Metal Slug 2 - Super Vehicle-001/II (1998)

3. Metal Slug X - Super Vehicle-001 (1999)

4. Metal Slug 3 (2000)

5. Metal Slug 4 (2002)

6. Metal Slug 5 (2003)


- STAFF -


Planners : Meeher

Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi

Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun

Sound : HIYA!

Producer : Takashi Nishiyama


- PORTS -


* Consoles :

SNK Neo-Geo CD (1998)

$end

$info=mslug3,mslug3n,
$bio

Metal Slug 3 (c) 05/2000 SNK.

Game ID : 0256


The aliens thirst for revenge! So once again they have sided with the remains of Morden's army in order to conquer the earth, but it seems they have sinister plans of their own. Nevertheless, the brave soldier team (Marco, Tarma, Fio & Eri) will risk their lives to rid the earth of the alien menace once & for all! Features lots of new enemies & bosses, secret areas & branching paths, vertical & horizontal shooter stages, and even more surprises to look out for. All in all, a superb shooter with lots of stuff to do and enemies to shoot. Peace Forever!!!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


This game was the last game in the Metal Slug series developed by SNK.


The underwater stages seem to be inspired from the old arcade title "In the Hunt", an intense submarine shooter by Irem (a case of nostalgia by the developer team?).


Lots of movie parodies in this game, check them out :

The crab mutants in Mission 1 are a parody of either the sci-fi horror movie : 'Deep Star Six' or the more popular sci-fi action flick : 'Starship Troopers'.

The overall setting and the zombies in Mission 2 could be a funny parody of either the horror classic 'Night of the living dead' or Capcom's famous survival horror videogame series 'Resident Evil'.

Also in this stage there is a guest appearance by the Men in Black! :)

The carnivorus plant aliens in Mission 4 seem to be a parody to the sci-fi musical comedy movie : 'The Little Shop of Horrors'.

The squid-like aliens in the gigantic Mission 5 (known as Mars People) continue to be an homage to the movie : 'Independence Day'.

Also the alien clones you face in this stage seem to parody the sci-fi horror movie : 'Invasion of the body snatchers'.

Finally, the last boss battle seems to be slightly inspired in the ending sequence in the sci-fi thriller : 'Alien Resurrection'.

One of the hostages (who also appeared in Metal Slug 2 & X, by the way) known as Hyakkutaro will join the fight by shooting fireballs! (possibly an homage to the famed Dragonball anime?)


Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.


- TIPS AND TRICKS -


* A Tip : When in Zombie mode you are invulnerable to all bullets & projectiles minus those thrown at you by another zombie. Weird...


- SERIES -


1. Metal Slug - Super Vehicle-001 (1996)

2. Metal Slug 2 - Super Vehicle-001/II (1998)

3. Metal Slug X - Super Vehicle-001 (1999)

4. Metal Slug 3 (2000)

5. Metal Slug 4 (2002)

6. Metal Slug 5 (2003)


- STAFF -


Planners : Meeher, Akio

Enemy sequence : Narusawa, Arita

Character chief : Akio

Background chief : Susumu

Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry

Wizard : Andy

Enemy's brain : Aba

Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker

Sound : Hiya!, Bero-ou, Hohi_Hohi, Q_Jiroo, Maitaro


- PORTS -


* Consoles :

Sony PlayStation 2 (2003)

Microsoft Xbox (2004)

$end

$info=mslugx,
$bio

Metal Slug X - Super Vehicle-001 (c) 03/1999 SNK.

Game ID : 0250


Originally intended to improve upon some of the problems the previous Metal Slug game had (mainly being the rather noticeable slowdown!) This update also implements a few changes to beef up the game such as new enemies, a different end boss layout, a few cool new weapons and lots of secrets. The result is a better game & one of the finest chapters in this series. Who says you can't teach an old war dog some new tricks?! :)

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998.


- SERIES -


1. Metal Slug - Super Vehicle-001 (1996)

2. Metal Slug 2 - Super Vehicle-001/II (1998)

3. Metal Slug X - Super Vehicle-001 (1999)

4. Metal Slug 3 (2000)

5. Metal Slug 4 (2002)

6. Metal Slug 5 (2003)


- STAFF -


Planners : Meeher, Akio

Enemy sequence : Narusawa, Arita

Character chief : Akio

Background chief : Susumu

Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi

Wizard : Andy

System modernize : Nakatsuka, Zen

Enemy's brain : Hirokun, Nishino

Tool engineer : Pierre

Sound : Hiya!, Captain Bero-ou

Producer : Takashi Nishiyama

Exec. producer : Yoshihiko Kodo

Hyper organizer : Eikichi Kawasaki


- PORTS -


* Consoles :

Sony PlayStation (2001)

$end

$info=msisaac,
$bio

Metal Soldier Isaac II (c) 1985 Taito.

Game ID : A34


- TRIVIA -


This game runs on the "Buggy Challenge" hardware.


Metal Soldier Isaac II does NOT have a predecessor. The original prototype of this game was simply Metal Soldier Isaac and was called Metal Soldier Isaac II for its formal arcade release.

$end

$info=metmqstr,
$bio

Metamoqester (c) 1995 Banpresto / Pandorabox.

Game ID : BP947A


Three selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style.


- TRIVIA -


This game is known in Japan as "Oni - The Ninja Master" and is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation.


The symbols that appear on floating balls in the attract mode are Siddham, a writing system used in Japan for writing Buddhist mantras and sutras in Sanskrit.


- STAFF -


Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo

Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage)

Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff

Sound designer : Satoshi Akamatsu

Programmers : Kenji Tanii, Satoshi Akamastu

Hardware : Kazuhisa Takasu, Masahito Aizawa

Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi

Mouhitu designer : Tomoyo Sekiguchi with PEN

Cell animation : Motokazu Tokoro, ARCADIA

$end

$info=metamrph,metamrpj,
$bio

Metamorphic Force (c) 1993 Konami.

Game ID : GX224


Beat-'em-up with four selectable characters who have the power to morph into Were-animals.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on a "Mystic Warriors" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Autumn - KICA-7620, 7621) on 21/10/1993.


- STAFF -


Producers : K. Kozuki, Y. Nishimura

Exective producer : M. Inoue

Software designers : Gen, Tetsu. W, Yossy

Graphic designers : Asa "DON", Satochan, Sochichi

Sound effects : Sakagon

Music editors : M. Izu, Ega

Hardware designer : Yusaku

Visiual designer : Ricky

$end

$info=meteor,
$bio

Meteoroids (c) 1981 Venture Line.


- TRIVIA -


This game is also known as "Space Force".

$end

$info=metrocrs,metrocra,
$bio

Metro-Cross (c) 05/1985 Namco.


- TRIVIA -


This game runs on the "Pac-Land" hardware.


Alfa Records released a limited-edition soundtrack album for this game (The Return of Video Game Music - ACL-22004) on 25/06/1985.


- STAFF -


Music by : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Sony PlayStation (1997, "Namco Museum Vol.5")


* Computers :

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

Atari ST (1990)

Commodore C64

$end

$info=mexico86,
$bio

Mexico 86 (c) 1987 Micro Research.


- TRIVIA -


This game is a bootleg of "Kick and Run".


- TIPS AND TRICKS -


* All-Stars Team : On the title screen press and hold the start button, wait 8 seconds exactly and release. Do this 3 times and you'll hear a bip-like noise. Insert the coin and go to the team selection screen; put the cursor over Argentina and press and hold start, now choose Argentina. But instead of choosing Argentina you'll get the All-Stars Team.

$end

$info=moonwalk,moonwlka,moonwlkb,
$bio

Michael Jackson's MoonWalker (c) 07/1990 Sega.


Michael Jackson, along with his chimp Bubbles, attempts to save children from the evil Mr. Big. No, the ending doesn't tell you what Michael does with the children after he saves them. Featuring 3-D background scenery and high action character movements.


- TRIVIA -


This game runs on the Sega System 18 hardware.


This game is based on the movie of the same name.


The background music contains many of Michael Jackson's greatest numbers : 'Bad' for stage 1 and 5, 'Smooth Criminal' for stage 2, 'Beat It' for stage 3, 'Another Part of Me' for stage 4, 'Billie Jean' for the ending.


- STAFF -


Game concept & Design by : Michael Jackson

$end

$info=midres,midresu,midresj,
$bio

Midnight Resistance (c) 10/1989 Data East.


Two skilled soldiers must face a eerie mutant army as well as a gruesome bio-weapon in order to rescue their family who is being held hostage! Features nice graphics & engaging gameplay!


- TRIVIA -


The game's ending changes slightly depending how many family members are rescued before the final battle! Save them all!


Pony Canyon / Scitron released a limited-edition soundtrack for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.


A Midnight Resistance unit appears in the 1990 movie 'Robocop 2'.


- SERIES -


1. Heavy Barrel (1987)

2. Midnight Resistance (1989)


- STAFF -


Designer : Koji Akibayashi

Software : Yuichi Nishimura, Naoya Hanada, Yuji Ohtomo, Tac. H

Hardware : Keiichi Yoshida, Hiroyuki Iwabe, Shingo Mitsui

Graphic designers : Tomoo Adachi, Kazumi Minagawa, Fujimi Ohnishi, Yoshinari Kaihoh

Sound : Ahsa, Mard, Fuse, Kiwchi, Hitomi


- PORTS -


* Consoles :

Sega Mega Drive (1990)


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Atari ST (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

$end

$info=midnrun,
$bio

Midnight Run - Road Fighter 2 (c) 1995 Konami.


- SERIES -


1. Road Fighter (1984)

2. Midnight Run - Road Fighter 2 (1995)

$end

$info=mightguy,
$bio

Mighty Guy (c) 09/1986 Nichibutsu.


Mighty Guy doesn't need a gun to fend off large amounts of soldiers! This is what "Ikari Warriors" would be if they left their machine guns at home.

$end

$info=mimonkey,mimonsco,mimonscr,
$bio

Mighty Monkey (c) 1982 Universal Video Games.


- TRIVIA -


A bootleg was made by Yih Lung on the "Scramble" hardware and another by Noel on the "Super Cobra" hardware.


'Sun Wu Kong' is a legendary monkey king from an Chinese fantasy novel (by His Yu Chi) called 'Pilgrimage to the West'.

$end

$info=mwarr,
$bio

Mighty Warriors (c) 199? Elettronica Video-Games.

$end

$info=mpangj,
$bio

Mighty! Pang (c) 10/2000 Mitchell.


- TRIVIA -


This is the first and only Mitchell game to run on the Capcom Play System II hardware (CPS II).


- SERIES -


1. Pang (1989)

2. Super Pang (1990)

3. Pang! 3 (1995)

4. Mighty! Pang (2000)


- STAFF -


Planners : Futoshi Kuwahara, Taiji Miyajima

Lead programmers : Shigeru Komiya

Lead artist : Eiko Kato

Character designer : Satoshi Ida

Art supervisor : Tetuhiro Kuroda

Assistants : Kazue Matunaga, Makoto Kobayashi, Hiroki Narisawa, Daigo Ota

Music composer : Takafumi Wada

SE designer : Yoko Mizumoto

Executive producer : Roy Ozaki

Producer : Kouichi Niida

$end

$info=mikie,mikiehs,
$bio

Mikie (c) 10/1984 Konami.

Game ID : GX469


- TRIVIA -


This game is known in Japan as "Shinnyuushain Tooru-Kun".


The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four.


- UPDATES -


* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure.


* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).


- PORTS -


*Consoles :

Sega SG-1000 (1985)


* Computers :

Commodore C64 (1986)

Sinclair ZX Spectrum (1986)

Amstrad CPC (1986)

$end

$info=millpac,
$bio

Mill Pac (c) 1980 Valadon Automation.


- TRIVIA -


This game is a rare French hack of "Centipede".


'Mill' is an abrevation for 'Mille' wich translates from French as 'Thousand'. 'Pac' is the reference for the "Pac-Man" characters. 'Mill Pac' is also a pun for 'Mille-Pattes' which translates from French as ..."Millipede"!


About VA : Valadon Automation was founded by Alain Valadon.

$end

$info=gtmr2,gtmr2a,
$bio

Mille Miglia 2 - Great 1000 Miles Rally (c) 1995 Kaneko.


- TRIVIA -


Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.


The car/track select screen uses a sample from the US Olympic TV theme.


- SERIES -


1. Great 1000 Miles Rally (1994)

2. Mille Miglia 2 - Great 1000 Miles Rally (1995)

$end

$info=milliped,
$bio

Millipede (c) 11/1982 Atari.

Game ID : 136013


An army of menacing millipedes - cousins to the famed Centipede - have invaded your garden patch and you must shoot arrows at them to rid your plot of these pesky pests. But wait! The millipedes aren't the only insidious insects you have to destroy. Jumping spiders, buzzing bees, bouncing beetles, mosquitoes, dragonflies, inchworms and earwigs all have unique and deadly powers of their own!


- TRIVIA -


Originally called 'Centipede Deluxe'.


Approximately 10,000 units were produced. Millipede came in two different form factors, an upright and a cocktail table, and it was also available as a conversion kit for "Kangaroo", "Dig Dug", and "Arabian". The uprights were by far the most common. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was rather strangely shaped. It really accented the speaker area in a way that no other games did. The game featured ornate painted sideart of a huge orange bug along with a hunter inside a forest scene. That graphic wasn't just on the sides either, it continued all the way around the front of the machine as well. The control panel was dark and rather plain, it had the trackball, some game instructions, and a few graphics of leaves. The marquee for this title shows a hunter clad in red, firing a longbow at an orange millipede. The cocktail version is black and woodgrained, and has two control panels. It is mildly decorated with light blue graphics under the glass and on the control panels. This was the style of cocktails where both players sat across from each other, and not the side by side style that some other titles used.


A Millipede unit appears in the 1983 movie 'Joysticks' and in the 1988 movie 'Arthur 2 - On the Rocks'.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- SERIES -


1. Centipede (1981)

2. Millipede (1982)


- STAFF -


Designed and programmed by : Ed Logg

Also worked on Millipede : Dave Snyder


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1984)

Nintendo Famicom (1988)

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Sony PlayStation (2001, "Atari Anniversary Edition")

Sega Dreamcast (2001, "Atari Anniversary Edition")


* Computers :


Atari 800 (1983)

Atari ST (1986)

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=minasan,
$bio

Minasan no Okagesama Desu! Dai Sugoroku Taikai (c) 01/1991 Monolith.

Game ID : 0027


A difficult mahjong game with very odd characters and board game elements.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Thanks To Everyone! Great Dice Game Tournament'. 'Sugoroku' is also a children's game played with dice and is also the Japanese version of Backgammon.


Also the game is based on characters created by a famous Japanese comedy duo (called Tunnels) for a TV show of the same name. Many of these characters appear in the game.


This game runs on the SNK Neo-Geo MVS hardware.

$end

$info=minefld,
$bio

Minefield (c) 1983 Stern Electronics.


- TRIVIA -


This game runs on the "Scramble" hardware.


- STAFF -


Designed and programmed by : Chris Oberth

$end

$info=mineswpr,
$bio

Minesweeper (c) 1977 Amutech.


This game was two player only, you must have a real live person to play against, or else the other players boat will head directly for the bottom wall, which doesn't make for a very interesting game. Each player moves their little boat around leaving a solid line of mines behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own mines, so avoid that at all cost.


- TRIVIA -


The game used an 8080 CPU, and was controlled with buttons rather than joysticks (this was cheaper to produce, and most of the other similar games of the time used buttons as well). Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three. The operator can also turn the sound on and off with internal switches as well.

$end

$info=minivadr,
$bio

Minivader (c) 1990 Taito.

Game ID : D26


- TRIVIA -


This is a test board sold in Japan together with every cabinet.

$end

$info=mmonkey,
$bio

Minky Monkey (c) 1982 Technos / Roller Tron.


- TRIVIA -


This is the first Technos game.


- STAFF -


Director / Programmer : N. Tomiyama

Sound director : T. Tako

Art designers : H. Fukuda, M. Kogoma

$end

$info=mirninja,
$bio

Mirai Ninja - Keigumo Kinin Gaiden (c) 1988 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Future Ninja - Stealth Joy Cloud Device Side Story'.


This game runs on the Namco System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mirai Ninja - Keigumo Kinin Gaiden : G.S.M. Namco 1) on 21/12/1988.


- STAFF -


Game designer : UNKNOWN

Game programmers : Pegasus Ahoyagi, Screen de Kotatsun

Game visual designer : Gimmy Yanagii

Music composer / Sound effects : Astoron Ishii, Norio Nakagata, Kouichi Ohta

Visual staff : Katsuhiko Shigeri, Hiromi Fukuda, Masanori Kimura, Mitsuru Fukuoka, Mitsuru Enomoto, Junko Anzai, Kayo Koga, Mayumi Ohoura, Meda Medaman, Wani Waniko

$end

$info=msbingo,
$bio

Miss Bingo (c) 1994 Min.

$end

$info=missb2,
$bio

Miss Bubble II (c) 1996 Alpha.


- TRIVIA -


This game is a bootleg / hack of "Bubble Bobble".


The main theme music is the "Bubble Bobble" ending music.


- UPDATES -


Very similar to "Bubble Bobble" but it have :

* Different sound hardware.

* Redesigned levels.

* Redesigned (8bpp!) graphics.

$end

$info=mcontest,
$bio

Miss Mahjong Contest in Yakuman Daigaku (c) 10/1989 Nichibutsu.


A beauty contest where the winner is determined by their mahjong prowess. Take that, Miss America!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Miss Mahjong Contest In Yakuman University'. 'Yakuman' is a term used in Japanese mahjong to describe the highest-scoring rank of hands.

$end

$info=mspuzzle,
$bio

Miss Puzzle (c) 1994 Min.

$end

$info=missw96,
$bio

Miss World '96 Nude (c) 1996 Comad.


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.


- TRIVIA -


Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.


Like many of Comad's games,the music is comprised of short ADPCM samples and loops,which are bootlegs ripped from various well-known songs without the approval from the original music authors.


Levels contain samples and loops from these music tracks:

'Oxygene Part IV' by Jean-Michel Jarre,

'Tonight Is The Night' by La Bouche,

'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)


- SERIES -


1. Miss World '96 Nude (1996)

2. Miss World 2002 (2002)

$end

$info=missmw96,
$bio

Miss-Mister World '96 Nude (c) 199? Unknown.


A poorly done conversion (possible hack) of "Miss World '96" Nude including some adult male images.


- TRIVIA -


Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.


Levels contain samples and loops from these music tracks :

* 'Oxygene Part IV' by Jean-Michel Jarre

* 'Tonight Is The Night' by La Bouche

* 'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)

$end

$info=missile,missile2,
$bio

Missile Command (c) 06/1980 Atari.

Game ID : 035820-035825


- TRIVIA -


Missile Command, was an immensely popular arcade game that combined great game play with a rather chilling message about the dangers of war. Approximately 20,000 units were produced.


Originally called 'Armaggedon', Missile Command was designed at a time that the United States and Russia were locked in a fierce 'cold war'.


* The Creation of Missile Command : The idea for Missile Command began with a magazine story about satellites that captured the attention of Atari's president, who passed the clipping to Lyle Rains. Rains asked Dave Theurer to lead the effort in creating the classic, action-packed arcade game.


* Remembrances from the Video Game Masters : Recalling the birth of Missile Command, Dave Theurer said : "The request was for a game where there are missiles attacking the California coast and the player is defending the coast. They said, take it from here and write up a game proposal. In the first proposal it was the California coast. "Part of creating a great game is knowing what to strip away. Some of the first baggage the developers dropped was geographic identifications because of the frightful scenario of the game. And then they stripped away more. Dave Theurer : "The original suggestion was for there to be a scanning radar, but I immediately said, no way! It would be just too hard for the player because he wouldn't be able to see what was going on. We chucked that idea. And when we first developed the game, we added railroads to transport missiles from the cities to the missile bases. That got to be too complicated and people got confused... if you get too complicated, people won't play. We also had submarines for a while but that didn't work out so we ripped them out, too.".


The smart bombs presented the most difficult challenge in writing the code for Missile Command. Dave Theurer : "These little diamond-shape guys can evade your explosions. The only way you can kill them is if the explosion starts out right on top of them. Programming that was the hardest part. They had to be intelligent because the little guy had to look around on the screen to see what he had to avoid and he had to figure out the best path to go around what there was to avoid. Of course, if I made it too smart, then the player couldn't kill it and they'd be guaranteed instant death. So it had to be a fine line between smarter than the dumb missiles, yet not totally unkillable.".


Nerves of steel is the way Rich Adam one of the Missile Command team members described his coworker : "Dave Theurer was extremely detail oriented, very thorough, very disciplined. He had nerves of steel, would never get rattled, and worked tirelessly. You need nerves of steel because if your code doesn't work it's your fault, something inside that code is not correct. There's really nowhere to hide. The real Achilles' heel with a lot of software people, I  believe, is that they spin their wheels and they go through this denial phase : 'It can't be my code! How could anything possibly be wrong with it? My code is so straightforward!' Well, it's so straightforward you might not have thought of a nuance. So, that's why it takes nerves of steel, I think. The work requires sort of a cold, methodical approach to the software."


* Popular from the Start : Even before it shipped, Missile Command had intense fans. Speaking of the play the game got just within the labs of Atari, Ed Rotberg said : "There were guys there that would literally have to worship that game for hours at a time. Their hands were sweating, and it was a definite adrenaline rush." Describing some of the dedicated players at Atari, Dave Theurer said : "We were in the same building as the consumer division and there were a couple of guys from that division who would  come down and spend all day playing Missile Command. I don't know what they did upstairs, but they would spend the entire day playing the game."


* The Great 25-Cent Escape : The escape from reality could sometimes have frightful consequences. The horrifying subject matter of Missile Command had an impact on the developers. Dave Theurer : "It was pretty scary. During the project and for six months after the project, I'd wake up in a cold sweat because I'd have these dreams where I'd see the missile streak coming in and I'd see the impact. I would be up on top of a mountain and I'd see the missiles coming in, and I'd know it would be about 30 seconds until the blast hit and fried me to a crisp.".

Steve Calfee : "Everybody I know who really got into the game had nightmares about nuclear war.". The game was nearly shipped with a name that carried the message of the end of the world... Armageddon. Steve Calfee : "We had this big thing about the name of the game. From the beginning, it was called Armageddon. The management, themselves, didn't know what the word meant and they thought none of the kids would. Then we went through this big thing of naming it. Engineering loved the name Armageddon, and we always wanted to call it that. From the very top came the message, 'We can't use that name, nobody'll know what it means, and nobody can spell it.'" Placing the game in the context of the previous decade, Ed Rotberg said : "The thing about Missile Command is that the world was not nearly as stable politically as it is now. There is a little bit of a  spooky message in that whole game when you have that final cloud at the end.".


A hack of this game is called "Super Missile Attack".


A Missile Command unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1991 movie 'Terminator 2 - Judgment Day' and in the 1995 movie 'Species'.


In 1982, a multi-player sequel was planned but never released. This game would have have been identical to the first except with twice as many cities and batteries and the players cooperating to save each other cities from the onslaught.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- SERIES -


1. Missile Command (1980)

2. Missile Command 3D (1995, Atari Jaguar)


- STAFF -


From hiscore table : Dave Theurer (DFT), (DLS), (SRC), Rich Adam (RDA), (MJP), (JED), (DEW), (GJL)


- PORTS -


* Consoles :

Atari 2600 (1981)

Atari 5200 (1982)

Nintendo Game Boy (1991)

Sega Master System (1992, "Arcade Smash Hits")

Atari Lynx (1994)

Sega GameGear (1996, "Arcade Classics")

Sega Mega Drive (1996, "Arcade Classics")

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Game Boy Colors (1999)

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")

Emerson Arcadia


* Computers :

Atari 800 (1981)

Commodore C64 (1983)

Atari ST (1986)

PC [CD-Rom] (1999, "Atari Arcade hits 1")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

VTech Laser-VZ ("Missile Attack")


* Others :

Mobile phone [Motorola T720] (2002)

$end

$info=m660,m660b,m660j,
$bio

Mission 660 (c) 1986 ED.


- TRIVIA -


Licensed to Taito for manufacture and distribution.


This game is also known as "Alphax Z".

$end

$info=misncrft,
$bio

Mission Craft (c) 2000 Sun.


- TRIVIA -


This game is a complete rip of Starcraft's Brood War by Blizzard. All ingame sprites, selection screens and end-of-level animations are taken from this game. This probably wanted to be a sort of 'shoot 'em up' port of this game. Also the gameplay is apparently a rip, but from Psikyo shoot 'em ups, as ingame icons and fonts are identical to Psikyo ones...

$end

$info=mrviking,mrvikngj,
$bio

Mister Viking (c) 06/1984 Sega.

Game ID : 834-5383


Become a fearless viking warrior in search of a missing treasure. Face a fury of enemy obstacles in a barbaric battle for bonus points!


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Programmed by : A. Kawahara, K. Iwanaga

Security by : Syuichi Katagi

$end

$info=quiz18k,
$bio

Miyasu Nonki no Quiz 18-kin (c) 1992 EIM.


- TRIVIA -


The title of this game translates from Japanese as 'Nonki Miyasu's Quiz for adults'.

$end

$info=mizubaku,
$bio

Mizubaku Adventure (c) 09/1990 Taito.

Game ID : C49 (F2-System No. 7)


- TRIVIA -


The title of this game translates from Japanese as 'Great Waterbomb Adventure'.


This game is known outside Japan as "Liquid Kids".


This game runs on the Taito F2 hardware.


Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi from "The New Zealand Story".


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Teddy Bear Cheat : In the demo mode (after the title screen), press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen.


- PORTS -


* Consoles :

NEC PC Engine (1992)

Sega Saturn (1998)

$end

$info=msgundam,msgunda1,
$bio

Mobile Suit Gundam - Kidou Senshi Gundam (c) 09/1993 Banpresto.


Ten selectable mecha from the Gundam saga battle each other for space dominance!


- TRIVIA -


The subtitle of this game translates from Japanese as 'Maneuver Soldier Gundam'.


- SERIES -


1. Mobile Suit Gundam - Kidou Senshi Gundam (1993)

2. Mobile Suit Gundam EX Revue (1994)

3. Kidou Butouden Gundam (1994, Nintendo Super Famicom)

4. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom)

5. Gundam Battle Assault (1998, Sony PlayStation)


- STAFF -


System programmers : Kazuyoshi Ishihara, Sou Kajiwara

Main programmer : Kazuyoshi Ishihara

Sub programmer : Masafumi Kaneko

Graphic designers : Yuichirou Takei, Tadahiro Negome, Mariko Suzuki; Yoshiyuki Shikano, Makoto Kobayashi, May. Du, Yukie Sugimoto, Kenji Inoue, Teiji Kobashi, Makoto Yamanaka, Takayuki Nanjyou, Kyousuke Shinba, Masaru Ohshima

Sound effects : Kisao Shiomi

Music : Naoya Doi

Sound programmer : Hiroshi Yamada

Voice performance : Maruhiko

Hard : Noboru Kound, Tetuya Shimohira

Director : Makoto Kijiya

Producer : Takehiko Hoashi

$end

$info=gundamex,
$bio

Mobile Suit Gundam EX Revue (c) 1994 Banpresto.


- SERIES -


1. Mobile Suit Gundam - Kidou Senshi Gundam (1993)

2. Mobile Suit Gundam EX Revue (1994)

3. Kidou Butouden Gundam (1994, Nintendo Super Famicom)

4. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom)

5. Gundam Battle Assault (1998, Sony PlayStation)


- STAFF -


System programmer / Main programmer : Mark'N

Graphic designers : Yoshiyuki Shikano, C Domon, Yukie Sugimoto, Teiji Kobashi, Makoto Yamanaka, Sou Kajiwara, Takayuki Nanjyou, Kyousuke Sinba, Masaru Oosima, Masanori Yosikara, Tomoko Nakayama

CG producers : -ST Dews-, Tadao Odaka, Kohuji Tanak, Hiroyuki Honda, Kohuji Kobayashi, Yosinori Moriizumi, Keiko Imamura

MS designer : Kunio Oogawara

Character designer : Hiroshi Ausaka

Sound effects : Hirosi Yamanaka

Music : Naoya Odi

Sound programmer : Hiroshi Yamanaka

Hardware : Takahiro Azuma

Advertise : Tomoyo Sekiguchi

Voice actors : Tohru Huruya, Shuuiti Ikeda, Toshio Hurukawa, Kaneto Shiozawa

Producer : Takehiko Hoashi

$end

$info=homerun,
$bio

Moero!! Pro Yakyuu Homerun (c) 1988 Jaleco.


- TRIVIA -


The title of this game translates from Japanese as 'Burning!! Pro Baseball Homerun'.


- SERIES -


1. Moero!! Pro Yakyuu Homerun (1988)

2. Jitsuryoku!! Pro Yakyuu (1989)

$end

$info=moegonta,
$bio

Moeyo Gonta!! (c) 199? Yanyaka.


- TRIVIA -


The title of this game translates from Japanese as 'Burning Gonta!!'.


This game is known outside Japan as "Lady Killer".


- SERIES -


1. Moeyo Gonta!!

2. Ganbare! Gonta!! 2


- STAFF -


Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren

Sound : Y. Aoki, Saito

Soft : Mighty Boowy, Kinchan

Planner : 6th Sally

Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots

$end

$info=moguchan,
$bio

Moguchan (c) 1982 Orca.

$end

$info=mogura,
$bio

Mogura Desse (c) 1991 Konami.

Game ID : GX141


- TRIVIA -


A simple test board used to test cabinets at the factory. It's probably very rare though. The game is very simple, mostly just to test the buttons and joysticks. The game makes some sounds too, but it uses discrete sound components which actually turned out to be simple DACs so they can be emulated without samples.

$end

$info=mole,
$bio

Mole Attack (c) 1982 Yachiyo Electronics.

$end

$info=momoko,
$bio

Momoko 120% (c) 1986 Jaleco.

$end

$info=monymony,
$bio

Money Money (c) 05/1983 Zaccaria.

$end

$info=miexchng,
$bio

Money Puzzle Exchanger (c) 01/1997 Face.

Game ID : 0231


Handling money has never been so much fun! This incredibly original puzzle game lets you take control of  hilariously designed characters in a cute japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Money Idol Exchanger".


This game runs on the SNK Neo-Geo MVS hardware.


The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on "Moujya".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997.


- STAFF -


Producer : Kengo Asai

Planner : Starman

Programmer : Piggy

Graphic designers : Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko

Sound director : Shigeaki "Anithin'" Irie

Composers & Sound programmers : Kennosuke Suemura, Norihiko Togashi

Character designer & Animation part : Atsuko Ishida

Animation studio : JC Staff

Voice cast : Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara (Voice of everyworker), Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi


- PORTS -


* Consoles :

Sony PlayStation (1998)

$end

$info=monkeyd,
$bio

Monkey Donkey (c) 19??.


- TRIVIA -


This game is a bootleg of "Crazy Kong".


- UPDATES -


This bootleg uses a different color scheme than the original.

$end

$info=mmpanic,
$bio

Monkey Mole Panic (c) 1992 Nakanihon.

Game ID : '70'


- TRIVIA -


Licensed to Taito.

$end

$info=monsterb,monster2,
$bio

Monster Bash (c) 11/1982 Sega.

$end

$info=mfjump,
$bio

Monster Farm Jump (c) 2001 Tecmo.

$end

$info=mmaulers,
$bio

Monster Maulers (c) 1993 Konami.

Game ID : GX170


A trio of supervillains unleashes an army of gross mutants on earth in order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!


- TRIVIA -


This game is known in Japan as "Kyukyoku Sentai Dadandarn".


This game runs on a "Mystic Warriors" based hardware.


Monster Maulers reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.


King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.


- UPDATES -


Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" :

*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.

*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.

* Eagle's nationality is unknown in Dadandarn, while he is an American in Monster Maulers.


- STAFF -


Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy

Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume

Sound editor : Sakagon

Music : Koezou

Hardware : Pin, Grandpapa

Package : Popsky

Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater

Singer : Shimon Masato

Director : Kengo

Produce : Masa33

$end

$info=mslider,
$bio

Monster Slider (c) 1997 Visco / Datt Japan.

$end

$info=montecar,
$bio

Monte Carlo (c) 04/1980 Atari.

Game ID : 035763-035780


- STAFF -


Designed and programmed by : Norm Avellar

$end

$info=moonaln,
$bio

Moon Alien (c) 19?? Nichibutsu.


- TRIVIA -


Licensed to Karateco.


- SERIES -


1. Moon Alien

2. Moon Alien Part 2 (1980)

$end

$info=moonal2,moonal2b,
$bio

Moon Alien Part 2 (c) 03/1980 Nichibutsu.


- SERIES -


1. Moon Alien

2. Moon Alien Part 2 (1980)

$end

$info=moonbase,
$bio

Moon Base (c) 03/1980 Nichibutsu.


- TRIVIA -


This game is a licensed version of Taito's "Space Invaders Part II".


- TIPS AND TRICKS -


* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message (TAITO CORP.) will appear below the high score.


- SERIES -


1. Space Invaders (1978)

2. Moon Base (1980)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)

$end

$info=mooncrst,mooncrsa,mooncrsg,mooncrgx,mooncrsb,mooncrs2,mooncrsu,
$bio

Moon Cresta (c) 07/1980 Nichibutsu.


- TRIVIA -


Also Licensed to Gremlin (09/1980).


This game is known in US as "Eagle" (Licensed to Centuri for manufacture 10/1980).


A bootleg of this game is known as "Fantazia".

A hacked version is known as "Super Moon Cresta".


- SERIES -


1. Moon Cresta (1980)

2. Terra Cresta (1985)

3. Terra Cresta II (NEC PC Engine)

4. Dangar - Ufo Robo (1986)

5. Terra Force (1987)


- STAFF -


Designed and programmed by : Shigeki Fujiwara


- PORTS -


* Consoles :

Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")


* Computers :

Microtan 65 (1985)

Amstrad CPC (1986)

Commodore C64

Sinclair ZX Spectrum

$end

$info=mpatrol,mpatrolw,
$bio

Moon Patrol (c) 05/1982 Irem.


The player controls a moon buggy, viewing it from the side, that travels over the moon's surface. While driving it must avoid obstacles such as craters and mines. The buggy is also attacked by UFOs from above and tanks on the ground.


- TRIVIA -


Licensed to Williams for US manufacture and distribution.


Moon Patrol was one of the earliest linear side-scrolling shoot'em ups and the first game to feature parallax scrolling.


The Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics syle graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game).


The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).


A Moon Patrol unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- TIPS AND TRICKS -


* Hint 1 : When alien ships fly over, keep adjusting your speed or they will eventually hit you with a bomb. Draw their bombs to one end of the screen, then shift to the other.


* Hint 2 : Although the part of the mines seems to be the more difficult, it isn't - all you have to do is not move your tank at all, only pressing the jump button. You won't get many bonus points, but at least you'll survive.


* Hint 3 : The big key to this game is memorization. After the beginner course, you go on to the champion course, which never changes no matter how many times you pass it. Memorize the two courses, and you will almost never lose a life.


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

Colecovision (1984)

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Atari 800 (1982)

Commodore VIC20 (1983)

Commodore C64 (1983)

MSX (1984)

Atari ST (1987)

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Apple II

TI-99/4A


* Others :

LCD handheld game (1982) released by Gakken.

$end

$info=moonqsr,
$bio

Moon Quasar (c) 10/1980 Nichibutsu.

$end

$info=mshuttle,mshuttlj,
$bio

Moon Shuttle (c) 09/1981 Nichibutsu.

$end

$info=moonwar,moonwara,
$bio

Moonwar (c) 1981 Stern Electronics.


- TRIVIA -


This game runs on the "Super Cobra" hardware.

$end

$info=moremorp,
$bio

More More Plus - Puzzle Express (c) 1999 SemiCom / Exit.

$end

$info=quizhuhu,
$bio

Moriguchi Hiroko no Quiz de Hyuu! Hyuu! (c) 05/1995 Taito.

Game ID : E08


- TRIVIA -


The title of this game translates from Japanese as 'Hiroko Moriguchi's Rushing Wind Quiz!' (Hiroko Moriguchi is the hostess' name). 'Hyuu-hyuu' is Japanese onomatopoiea for rushing wind.


This game runs on the Taito F3 System hardware.


The attract mode intro pretty much reproduces the intro format of Japanese broadcast television shows exactly, right down to having a screen for the sponsor's name (Taito, in this case) written underneath the word 'Teikyou' (all in white text) while an announcer says 'Kono bangumi wa Taito no teikyou de okurishimasu' which translates to 'This program is brought to you by the sponsorship of Taito'. Replace the word 'Taito' with the name of any other company and you have a phrase (or some variation of it) and text that is uttered and shown at the top of every single Japanese TV show broadcasted.


Hiroko Moriguchi is a pop singer and TV personality.

$end

$info=mk,mkprot9,mkla1,mkla2,mkla3,mkla4,mkr4,
$bio

Mortal Kombat (c) 07/1992 Midway.


The original digitized fighter, infamous for introducing large sprays of blood and fatalities. Seven selectable characters and two end bosses pound each other into pulp and take an occasional break to throw in a bonus round.


- TRIVIA -


This game runs on both Williams / Midway Y Unit and Midway T Unit hardware.


Mortal Kombat was renowned as the first fighting game to use digitized characters and blood (as opposed to the hand-animated, more cartoon-like graphics of competing games). Mortal Kombat was developed as a reaction to the popular Capcom game "Street Fighter II - The World Warrior", with simpler controls and digitized graphics. Some say the game's graphic violence was gratuitous, and was only included in order to generate a public outcry and controversy that would increase publicity for the game.


Although highly controversial, the mix of realism and violence propelled Mortal Kombat to the height of popularity. An example of the game's innovations was the Fatality, a special finishing move executed against a dying opponent to create an even more gruesome death. For example, one character would grasp a defeated, wobbling opponent by the head, then rip the head and spine out of the opponent's body, which then crumpled to the ground in a pool of blood. Another aspect of gameplay that became a recurring element in games that followed was the so-called 'juggle', where a series of moves could be executed against an opponent who was kept in mid-air by the force of the attacks, and who hence had no defense against further attacks as long as the 'juggle' could be maintained.


The original concept of Mortal Kombat was modeled after the Jean-Claude Van Damme movie 'Bloodsport', which is a cult classic martial arts film. The character of Johnny Cage is directly modeled after Frank Dux, Van Damme's character in the movie. Johnny Cage's film-star motif is an obvious link to this. Cage also wears the same costume (plus shoes) that Van Damme's character wore in the final battle of the movie. Cage's splits punch was originally seen in Bloodsport during the fight against the Sumo wrestler. Since Midway was unable to get Van Damme for this game, they kept the same kumite/martial arts movie concept and added the Kombat story.


The code for this game includes the ASCII string 'NOOBSAIBOT' (originally in "Mortal Kombat II" rev. 3.1), suggesting that the character may have made his first appearance here, instead of Reptile (which took up less memory).


The heads used in the background of the first stage and in the spike pit are actually those of the programmers themselves! The statue of Buddha in the background of the courtyard stage was actually a lawn ornament from a neighbor's yard.


During the fighting scenes that take place on the stone platform above the field of sharp spikes, if you look closely at the glowing moon in the background, you will sometimes see a silhouette fly past it. These shadows will either be Peter Pan and the Darling children, a witch on a broomstick, a kite, a blimp, a rocket, a flying saucer, or Santa Claus in his reindeer-pulled sleigh. The shadows appear about every six games.


Liu Kang is Midway's homage to Bruce Lee.


Raiden really is the Japanese God of Thunder. His appearance in myth is quite different though : he has red skin and a demonic face, his feet have two claws on them, and he carries either a wheel or drums on his back. He also is thought to eat human navels so people are advised to lie on their stomachs during storms.


A bootleg version of Mortal Kombat exists, where the name of the manufacturer is YAWDIM - that's MIDWAY reversed!


A Mortal Kombat unit appears in the 1995 movie 'The Doom Generation'.


- UPDATES -


REV. 0.9 :

* Prototype version.


REV. 1.0 :

* First official release of Mortal Kombat.

* In a two player game, both players could not choose the same character.

* Liu Kang had Uppercut - Flying Kick Combo.


REV. 2.0 :

* Both players could choose the same character.

* New Shang Tsung death animation added.

* Merchandise promo added.

* More blood added.


REV. 3.0 :

* Computer intelligence increased.

* Reptile added.

* Comic book offer is a switch setting.


REV. 4.0 :

* Reptile clues added (shadows on moon, see Tips and Tricks section).

* Sonya and Kano could fight Reptile.

* Block allowed during fatality.

* Goro's theme played during all Endurance rounds.


REV. 5.0 :

* Bug fix release.


- TIPS AND TRICKS -


* Fatalities : To perform a Fatality, you must win the match, then do the proper joystick/button sequence when "Finish Him!" appears...


JOHNNY CAGE : (close) Forward(x3), HP - Cage decapitates his opponent with an uppercut.

KANO : (close) Back, Down, Forward, LP - Kano rips out his opponent's heart.

SUB-ZERO : (close) Forward, Down, Forward, HP - Sub-Zero grabs his opponent by the neck and pulls their head off, taking their spine along with the head.

SONYA BLADE : (anywhere) Forward(x2), Back(x2), Block - Sonya blows an energy ball in the air. The ball hits her opponent and engulfs them in flames, turning the opponent into a skeleton.

RAIDEN : (close) Forward, Back(x2), HP - Raiden shoots lightening into his opponent's head, causing it to explode.

LIU KANG : (close) hold Block, 270° (Forward, Down, Back, Up) - Liu Kang does a spinning kick and an uppercut.

SCORPION : (jump distance) hold Block, Up(x2), release Block - Scorpion removes his mask to reveal a skull. He then breathes fire on his opponent, turning him into a skeleton.


* Rev 3.0+ Only : The shadows indicate that Reptile is available as an opponent. To fight him, win with a double flawless and fatality, without using block in the entire match.


- SERIES -


1. Mortal Kombat (1992) 

2. Mortal Kombat II (1993) 

3. Mortal Kombat 3 (1994) 

4. Ultimate Mortal Kombat 3 (1994) 

5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) 

6. Mortal Kombat 4 (1997) 

7. Mortal Kombat Gold (1997, Sega Dreamcast) 

8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) 


- STAFF -


Design and software : Ed Boon

Design and graphics : John Tobias

Music and sounds : Dan Forden

Background graphics : John Vogel

Executive producers : Neil Nicastro, Ken Fedesna

Senior hardware technician : Sheridan Oursler

Cabinet designer : Ray Czajka


* CAST :

Johnny Cage, Scorpion, Sub-Zero and Reptile : Daniel Pesina

Kano : Richard Divizio

Raiden : Carlos Pesina

Liu Kang and Shang Tsung : Ho Sung Pak

Sonya : Elizabeth Malecki

Goro character design by : John Tobias

Stop Motion Miniature by : Curt Chiarelli


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

Nintendo Game Boy (1993) : Johnny Cage is missing in this version.

Sega Master System (1993)

Sega Game Gear (1993)

Sega Mega CD


* Computers :

Commodore Amiga (1993)

PC [MS-DOS, 3.5''] (1993)

$end

$info=mk3,mk3r10,mk3r20,
$bio

Mortal Kombat 3 (c) 1994 Midway.


Suceeding in taking over the Earth realm, Shao Khan takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls proteced from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. Fourteen digitized characters fight to overthrow Shao Khan and his Centaur lieutenant Motaro.


- TRIVIA -


This game runs on the Midway Wolf Unit hardware.


This is the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels.


The first game in the series to feature the Run button and the controversial command combo system.


The story of Stryker : Originally, the character "Kurtis Stryker" was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game.


'Sektor' and 'Cyrax' before given their names were called 'ketchup' and 'mustard'.


- UPDATES -


PROTO 4.0 :

* AAMA warning in black.

* Shao Kahn just falls over when defeated.

* No ending credits.

* Computer only does combos for finishing moves.

* Motaro could be frozen by Sub-Zero.

* Motaro and Shao Kahn turn white when frozen.


REV. 1.0 :

* AAMA warning in black and blue.

* Sindel, Kabal, Cyrax and Sektor's Animalities added.

* Kano's fatalities have been changed.

* Galaxian game added.

* Vs. codes have been changed.

* Winning streak added.

* Ultimate code added.

* Subway and Shao Kahn Tower fatalities added.

* Credits listed.

* Performing Kabal's animality without a mercy resets the game.

* Computer does fatalities.

* Motaro could be frozen by Sub-Zero.


REV. 2.0 :

* Computer intelligence increased.

* Main Story Plot added.

* More blood added.

* Finishing moves have been changed.

* Babalities added.

* Friendships added.

* Combos altered.

* Shao Kahn's death altered.

* Movie Promo added.

* Antony Espindola included in the credits.

* Sub-Zero can no longer freeze Motaro.

* Smoke's finishing moves added.

* Shao Khan looks normal when frozen, instead of white.


REV. 2.1 :

* Computer intelligence increased.

* Damage on some combos lowered (Sub-Zero, Kabal).

* Free credit trick taken out.

* Smoke stays in memory after UKC is entered (Smoke will be erased in earlier versions should the game reset to factory default settings).

* Cyrax's double fatality glitch removed.


- TIPS AND TRICKS -


* Kombat Kodes : Press the following buttons at the VS screen to activate the following Kombat (Note : The player one portion of the codes must be entered before the player two portion).

Play as Smoke :

Player one : Press HP(x2), BL(x9), HK(x2).

Player two : Press HP(x2), LP(x2), BL(x2), LK(x3), HK (x4).

Unlimited run :

Player one : Press LP(x4), BL(x6), LK(x6).

Player two : Press LP(x4), BL(x6), LK(x6).

Dark Kombat :

Player one : Press LP(x6), BL(x8), LK(x8).

Player two : Press LP(x4), BL(x2), LK(x2).

Psycho Kombat :

Player one : Press LP(x9), BL(x8), LK(x5).

Player two : Press LP(x1), BL(x2), LK(x5).

Randper Kombat :

Player one : Press LP(x4), BL(x6).

Player two : Press LP(x4), BL(x6).

Blocks disabled :

Player one : Press BL(x2).

Player two : Press BL(x2).

Player one has 1/4 energy :

Player one : Press LP(x7), LK(x4).

Player two has 1/4 energy :

Player two : Press LP(x7), LK(x7).

Fight Motaro :

Player one : Press LP(x9), BL(x6), LK(x9).

Player two : Press LP(x1), BL(x4), LK(x1).

Fight Shao Kahn :

Player one : Press BL(x3), LK(x3).

Player two : Press LP(x5), BL(x6), LK(x4).

Fight Smoke :

Player one : Press LP(x2), LK(x5).

Player two : Press LP(x2), LK(x5).

Play Galaga :

Player one : Press LP(x6), BL(x4), LK(x2).

Player two : Press LP(x4), BL(x6), LK(x8).

Fight Noob Saibot :

Player one : Press LP(x7), BL(x6), LK(x9).

Player two : Press LP(x3), BL(x4), LK(x2).

No life bars :

Player one : Press LP(x9), BL(x8), LK(x7).

Player two : Press LP(x1), BL(x2), LK(x3).

Throws disabled :

Player one : Press LP.

Player two : Press LP.


* Random Select : To have the computer randomly select your character, press Up and the Start button.


* Fatality - SHANG TSUNG :

1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them.

1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP.

2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.


* Fatality - SINDEL :

1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.

2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.


* Fatality - JAX :

1a. (close) hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades.  He then cuts the opponent to pieces.

1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block.

2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on the opponent.

2b. (REV 1.0) Run(x3), Block, LK.


* Fatality - KANO :

1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth.

2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.


* Fatality - LIU KANG :

1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.

1b. (REV 1.0) Forward(x3), Back, Forward, LK.

2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.

2b. (REV 1.0) hold Block, Up(x3), Run+Block.


* Fatality - SONYA BLADE :

1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.

1b. (REV 1.0) Down(x2), Forward, LK.

2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.


* Fatality - KURTIS STRYKER :

1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on the opponent and runs away just before they explode.

2. (far) Forward(x3), LK - Stryker fires a tazer at the opponent, electrocuting them.


* Fatality - SMOKE :

1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.

2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode.


* Fatality - SUB-ZERO :

1a. (close) Block(x2), Run, Block, Run - Sub-Zero grabs the opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.

1b. (REV 1.0) Down, Forward, Down, Forward, LP.

2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes the opponent. They fall over and shatter.

2b. (REV 1.0) Down, Forward, Back, HK.


* Fatality - CYRAX :

1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on the opponent.

1b. (REV 1.0) Up(x3), Down, HP.

2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking the opponent with him.

2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run.


* Fatality - SEKTOR :

1a : (jump distance) LP, Run(x2), Block - Sektor crushes the opponent in a huge clamp.

1b. (REV 1.0) Back(x3), HK.

2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on the opponent.


* Fatality - NIGHTWOLF :

1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.

1b. (REV 1.0) Down, Forward(x2), HK.

2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.

2b. (REV 1.0) Back(x3), HP.


* Fatality - SHEEVA :

1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds the opponent into the ground like a nail.

1b. (REV 1.0) Forward(x3), LP.

2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all the opponent's skin off.

2b (REV 1.0) hold HK, Forward(x3), and release HK.


* Fatality - KUNG LAO :

1. (close) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at the opponent, cutting them into pieces.

2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. The opponent gets pulled in and is torn apart.


* Fatality - KABAL :

1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into the opponent. Their head inflates and they float off the screen where they explode.

1b. (REV 1.0) Back(x2), Forward, Down, Block.

2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at the opponent. The opponent is so frightened that their soul jumps out of their body.


* Finish Him - Animalities :

SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours the  opponent.

SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries the opponent off while stinging them.

SINDEL (REV 1.0) : Forward(x2), HP.

JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on the opponent.

KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes the opponent.

LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites the opponent in half.

SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and release LP - Sonya turns in to a large green bird and hovers over the opponent. She carries the opponent off screen where there is a crunching sound and bones fall back to the ground.

KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites the opponent in half.

SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams the opponent off the screen.

SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on the opponent.

CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind the opponent and eats them.

CYRAX (REV 1.0) : Up(x2), Down.

SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to the opponent and decapitates him.

SEKTOR (REV 1.0) : (close) Down(x2), Up.

NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on the opponent.

NIGHTWOLF (REV 1.0) : Down(x2).

SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings the opponent, causing him to explode.

KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on the opponent.

KABAL : (close) hold HP, Forward(x2), Down, Forward, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts the opponent into the air.

KABAL (REV 1.0) hold HP 3 seconds, and release.


* Finish Him - Babalities :

SHANG TSUNG : Run(x3), LK.

SINDEL : Run(x3), Up.

JAX : Down(x3), LK.

KANO : Forward(x2), Down(x2), LK.

LIU KANG : Down(x3), High Kick.

SONYA BLADE : Down(x2), Forward, LK.

KURTIS STRYKER : Down, Forward(x2), Back, HP.

SMOKE : Down(x2), Back(x2), HK.

SUB-ZERO : Down, Back(x2), HK.

CYRAX : Forward(x2), Back, HP.

SEKTOR : Back, Down(x3), HK.

NIGHTWOLF : Forward, Back, Forward, Back, LP.

SHEEVA : Down(x3), Back, HK.

KUNG LAO : Down, Forward(x2) HP.

KABAL : Run(x2), LK.


* Finish Him - Friendship :

SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off.

SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She says, 'That was fun!'.

JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.

KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.

LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.

SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??

KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side.

SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.

SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman.

CYRAX : Run(x3), Up - Cyrax does a little dancing.

SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.

NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A Mortal Kombat 2 machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano Transformation!",  OR "No, but I have seen a Raiden Transformation!".

SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each.

KUNG LAO : Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.

KABAL : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.


- SERIES -


1. Mortal Kombat (1992) 

2. Mortal Kombat II (1993) 

3. Mortal Kombat 3 (1994) 

4. Ultimate Mortal Kombat 3 (1994) 

5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) 

6. Mortal Kombat 4 (1997) 

7. Mortal Kombat Gold (1997, Sega Dreamcast) 

8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) 


- STAFF -


Software : Ed Boon

Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel

Sound and music : Dan Forden

Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault

Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris

Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters

Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe

Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon

Game testers / Analysis : Mike Vinikour, Eddie Ferrier


* CAST :

Kano : Richard Divizio

Sonya : Kerri Hoskins

Kabal : Richard Divizio

Jax : John Parrish

Stryker : Michael Obrien

Liu Kang : Eddie Wong

Nightwolf, Sektor, Cyrax, Smoke : Sal Divita

Sub-Zero, Shang Tsung, Scorpion, Reptile : John Turk

Kitana, Jade, Mileena : Becky Gable

Sindel : Lia Montelongo

Shao Kahn : Brian Glynn

Kung Lao : Tony Marquez

Voice of Shao Kahn : Steve Ritchie


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Sega Mega Drive (1995)

Sony PlayStation (1995)

Sega Game Gear (1995)

Nintendo Game Boy (1995)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Sega Master System


* Computers :

PC [MS-DOS, CD-ROM] (1995)

$end

$info=mk4,
$bio

Mortal Kombat 4 (c) 1997 Midway.


- SERIES -


1. Mortal Kombat (1992) 

2. Mortal Kombat II (1993) 

3. Mortal Kombat 3 (1994) 

4. Ultimate Mortal Kombat 3 (1994) 

5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) 

6. Mortal Kombat 4 (1997) 

7. Mortal Kombat Gold (1997, Sega Dreamcast) 

8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2)


- PORTS -


* Consoles:

Nintendo Game Boy Color (1999)

Nintendo 64 (1998)

Sony PlayStation (1998)


* Computers:

PC [Windows 9x]

$end

$info=mk2,mk2r14,mk2r21,mk2r32,mk2r42,mk2r91,mk2chal,
$bio

Mortal Kombat II (c) 11/1993 Midway.


Twelve digitized fighters battle to stop Shao Khan and Kintaro from dominating the Earth realm! Regarded as the best of the series.


- TRIVIA -


This game runs on the Midway T Unit hardware.


This game was the first Midway release to use the DCS Sound System.


'Noob Saibot' backwards spells 'Boon' and 'Tobias' who are the names of the principal game designers.


'Jax' was originally supposed to be in the original "Mortal Kombat" game and named Kurtis Stryker. Jax was then moved to MKII and the Stryker character debuted in "Mortal Kombat 3".


'Kintaro' was originally intended to be a humanoid tiger, similar to the creature in Japanese mythology. This idea was scrapped, however, due to the fact that creating the costume would not have been feasable. However, thanks to this original idea, the Shokan we know as Kintaro has the tiger stripes on his back.


Real life : Philip Ahn, who played the regenerated Shang Tsung, is in fact a doctor.


Three of the cast members for MK2 filed a lawsuit against Midway shortly after the game was released. The claim? The physical instructors/martial artists Elizabeth Malecki (Sonya Blade), Catalin Zamiar (Kitana/Milenna) and Philip Ahn were under the impression that they were hired under typical acting contracts and were entitled to a small modicum of benefits including royalties of title sales, etc. The plaintiffs banded together against Midway, who took the case to court. Eventually the judge failed on Midway's behalf, citing that the work done by the plaintiffs for Midway was done strictly as a 'work-for-hire' and Midway owned all the property and benefits on the characters/titles/etc. As a consequence, all three left the project, and were recast for "Mortal Kombat 3".


SFII / MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released "Super Street Fighter II - The New Challengers" early so that they could attract fans away from MK. At the same time, Midway released MK2 early for similar reasons. As you can see, the result meant that both came back to square one.


'Friendships' and 'Babalities' (see 'Tips And Tricks' section for more info) in MKII were used in making light of the violence controversy in the first "Mortal Kombat" game.


- UPDATES -


REV. 1.1 :

* First version released to the public even though unfinished.

* Contained almost all moves but not many fatalities.

* Kintaro and Shao Kahn very difficult to beat.

* No ending stories.

* Baraka's blade swipe had no sound.

* Shang Tsung had the ceiling walk bug.

* Could beat Kintaro by just punching the entire match.


REV. 1.4 :

* Mileena's ground roll move added.

* Kung Lao's aerial kick added

* Sub-Zero could do the first part of the freeze-uppercut fatality during the match.

* Danger indicator added.


REV. 2.1 :

* First 'official' release version.

* Intro text slightly changed.

* Reptile's slide added.

* Ending story and credits added.

* Computer intelligence improved.

* Nearly all fatalities were added.

* Friendships and babalities were added.

* The pit/spike fatality was added.

* Smoke and Jade were added.

* Kintaro and Shao Kahn easier to defeat.

* Could keep Kintaro and Shao Kahn up in the corner by using repeated punches.

* Could crash the game through baby brutalization.

* Doing Shang Tsung's soul stealing fatality against Jax could sometimes crash the game.


REV. 3.1 :

* More amounts of blood added.

* Dead Pool fatality added.

* Noob Saibot added.

* Raiden's super uppercut fatality added.

* Kung Lao's friendship added.

* Pictures of the creators added after the credits.

* Revolution X and DCS ads added.

* Comic and CD offer shows picture of CD.

* Computer intelligence increased.

* Computer has ability to do missile weapons in the air.

* Multiple babality problem fixed.

* Repeated punches in the corner against Kintaro fixed.

* Kitana's multiple fan lifts in the corner fixed.

* Sub-Zero freeze - punch - freeze - punch... fixed.


REV. 4.2 (hack) :

* Uppercuts are faster.

* Cage does red shadow kick and uppercut every time.

* Cages shadow kick goes twice as far.

* Barakas roundhouse has awesome range.

* Noob Saibot after only six wins.

* Pong after only 20 or so wins.

* Secret characters vulnerable to missile weapons.

* Liu Kang has a red dragon fatality.

* Kung Lao has a bones in his hat fatality.


REV. 9.1 (hack) :

* Play Pong after 12 wins.

* Play against Noob Saibot after 6 wins.

* Jax has a faster face smash.

* Faster Uppercuts.

* Johnny Cage has full time red shadow moves.

* And there is the multiple Dead Pool Fatality (normal upper cut will knock the person in, then you can continue to hit them while they're in the acid).


CHALLENGER version (hack) :

* More difficult fight ladder that often begins with Kintaro or a hidden character.

* Dead Pool Fatality where you can punch the opponent out of the acid and make them stick in the air.

* Johnny Cage has full time red shadow moves and all of the secret characters can appear on the fight ladder.

* Super extended time to perform fatalities.

* Fight Noob a lot sooner.

* Play Pong a lot sooner.

* Uppercuts are faster.


- TIPS AND TRICKS -


* Disable Throws In Versus Mode Game : Hold Down+HP on player one and two's controls after both fighters have been selected. A message will confirm correct code entry.


* Display Top Fifteen Players : Press Down during attract mode.


* Fight Against Jade : Progress through the game until the match that precedes the '?' match. Defeat your opponent using just low kicks. Jade will now be your opponent during the '?' match.


* Fight Against Noob Saibot : Win 50 consecutive matches.


* Fight Against Smoke : Press Down+Start when Dan says 'Toasty' on the Bridge stage.


* "Pong" : Accumulate 250 battles at the versus screen. Both players can play the Pong mini-game.


* Random Character : Press Up+Start at the fighter selection screen without moving the selection box from its original position.


* Fatality - REPTILE :

1. (jump distance) Back(x2), Down, LP - Reptile shoots his tongue towards the victims head, bringing it back where he goes about eating it.

2. (you must be invisible - close) Forward(x2), Down, HK - While invisible Reptile cuts the torso off the victim.


* Fatality - SUB ZERO :

1. (far) hold LP, Back(x2), Down, Forward, release LP.

2a. (one step distance) Forward(x2), Down, HK - Sub-Zero will ice the victim over, putting them in a deep freeze.

2b. After deep freezing the victim, press Forward, Down, Forward(x2), HP -  Sub-Zero will shatter the top part of the body.


* Fatality - SCORPION :

1. (two step distance) hold Block, Up(x2), release Block, HP - Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes.

2. (anywere) hold Block, Down(x2), Up(x2), release Block, HP - With the addition of the two downs at the beginning, Scorpion may do the fatality at any distance, and always get the "Toasty!".

3. (close) hold HP, Down, Forward(x3), release HP - Scorpion slices the victim across the neck then cuts them in two.


* Fatality - JOHNNY CAGE :

1. (close) Down(x2), Forward(x2), LP - Cage grabs the victim and rips their torso off, throwing it to the ground.

2a. (close) Forward(x2), Down, Up. Cage crouches and punches off the head of the victim with a powerful uppercut.

2b. To knock off three heads, hold Down+LP+HK+Block until the first head is knocked off.


* Fatality - BARAKA :

1. (close) Back(x4), HP - Baraka extends his blades from his arms, then decapitates the victim with one swipe.

2. (close) Back, Forward, Down, Forward, LP - Baraka stabs the victim and lifts them up, then they slowly slide down the blade.


* Fatality - KUNG LAO :

1. (one step Distance) Forward(x3), LK - Kung Lao removes his razor hat and slices the victim down the middle.

2. (far) hold LP, Back(x2), Forward, release LP, Up - Kung Lao throws his hat which decapitates the victim. Make sure to guide the hat up so it hits the head.


* Fatality - RAYDEN :

1a. (close) hold LK for 3 seconds and release - Raiden grabs the victim and lifts them up, then proceeds to shock them.

1b. After a dose of the shock treatment, press Block+LK repeatedly - The victim will explode into bits.

2. (close) hold HP (soon before the 'Finish Him') for 5 seconds and release - Raiden explodes the top half of the victim with a powerful uppercut. A few moments later the head falls to the ground.


* Fatality - JAX :

1. (close) hold LP, Forward(x3), release LP - Jax claps the victims head with a loud pop, and the skull crumbles in pieces to the ground.

2. (one step distance) Block(x4), LP - Jax grabs the victim by the arms and rips them off the body.


* Fatality - LIU KANG :

1. (close or one step distance) hold Block, 360° - Liu Kang will do a cartwheel kick then a massive uppercut.

2. (close) Down, Forward, Back(x2), HK - Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing.


* Fatality - KITANA :

1. (close) Block(x3), HK - Kitana draws her fan and decapitates the victim with one swipe.

2. (close) hold LK, Forward(x2), Down, Forward, release LK - Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes.


* Fatality - MILEENA :

1. (close) hold HK for 2 seconds and release - Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones.

2. (close) Forward, Back, Forward, LP - Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere.


* Fatality - SHANG TSUNG :

1. (one step distance) hold HK for 4 seconds and release - Tsung turns into a mist and enters the victims body, which explodes.

2. (close) hold Block, Up, Down, Up, release Block, LK - Tsung picks up the victim with one hand, and drains their life force into his other hand.

3. (one step Distance) hold LP at the round start and release it 3 seconds after the 'Finish him' - Tsung turns into Kintaro, who punches the torso of the victim across the screen.


* Fatality - level 'Dead Pool'

All players : (close) hold (LP+LK), (Down+HP).

Oh Woah! : hold Down.


* Fatality - level 'Spikes' and 'PIT II' :

REPTILE : (close) Down(x2), Forward(x2), Block.

SUB ZERO : (close) Down(x2), Forward(x2), Block.

SCORPION : (close) Down(x2), Forward(x2), Block.

JOHNNY CAGE : (close) Down(x3) HK.

BARAKA : (close) Forward(x2), Down, HK.

KUNG LAO : (close) Forward(x3), HP.

RAYDEN : (close) hold Block, Up(x2), release Block.

JAX : (close) hold Block, Up(x2), release Block, Down, LK.

LIU KANG : (close) Down, Back, Forward(x2), LK.

KITANA : (close) Forward, Down, Forward, HK.

MILEENA : (close) Forward, Down, Forward, LK.

SHANG TSUNG : (close) Down(x2), Up, Down+Block.


* Spikes Trick : Hold Player1 and Player2 Down at the end of the fatality to send the character in the spikes.


* Finish him - Friendship (dont use LP and HP during the last round) :

REPTILE : (anywhere) Back(x2), Down, LK - Reptile attempts to sell you a Reptile doll.

SUB ZERO : (anywhere) Back(x2), Down, LK - Sub-Zero attempts to sell you a Sub-Zero doll.

SCORPION : (anywhere) Back(x2), Down, HK - Scorpion attempts to sell you a Scorpion doll.

JOHNNY CAGE : (anywhere) Down(x4), HK - Cage autographs his photo for his best fan.

BARAKA : (anywhere) hold Block, Up(x2), release Block, Forward(x2), HK - Baraka offers the victim a present.


KUNG LAO : (anywhere) Back(x3), Down, HK - Lao pulls a rabbit out of his hat.

RAYDEN : (anywhere) Down, Back, Forward, HK - Raiden creates Kidd Thunder, a miniature likeness.

JAX : (anywhere) Down(x2), Hold Block, Up(x2), release Block, LK - Jax creates a string of paper dolls.

LIU KANG : (anywhere) Forward, Back(x3), LK - A disco globe drops from the ceiling, and Kang gets down.

KITANA : (anywhere) Down(x4), hold Block, Up, release Block, LK - Kitana turns around and produces a cake with candles.

MILEENA : (anywhere) Down(x3), hold Block, Up, release Block, HK - Mileena grows a flower beneath her outstretched hand.

SHANG TSUNG : (anywhere) Back(x2), Down, Forward, HK - Tsung creates a rainbow above his head.


* Finish him - Babality (dont use LP and HP during the last round)

REPTILE : (anywhere) Down, Back(x2), LK.

SUB ZERO : (anywhere) Down, Back(x2), HK.

SCORPION : (anywhere) Down, Back(x2), HK.

JOHNNY CAGE : (anywhere) Back(x3), HK.

BARAKA : (anywhere) Forward(x3), HK.

KUNG LAO : (anywhere) Back(x2), Forward(x2), HK.

RAYDEN : (anywhere) Down(x2), hold Block, Up, release Block, HK.

JAX : (anywhere) hold Block, Down, Up, Down, Up, release Block, LK.

LIU KANG : (anywhere) Down(x2), Forward, Back, LK.

KITANA : (anywhere) Down(x3), LK.

MILEENA : (anywhere) Down(x3), HK.

SHANG TSUNG : (anywhere) Back, Forward, Down, HK.


- SERIES -


1. Mortal Kombat (1992) 

2. Mortal Kombat II (1993) 

3. Mortal Kombat 3 (1994) 

4. Ultimate Mortal Kombat 3 (1994) 

5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) 

6. Mortal Kombat 4 (1997) 

7. Mortal Kombat Gold (1997, Sega Dreamcast) 

8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) 


- STAFF -


Design and software : Ed Boon

Design and graphics : John Tobias

Background graphics : Tony Goskie

Sound and music : Dan Forden

Additional graphics : John Vogel

Senior hardware technician : Sheridan Oursler

Executive producers : Neil Nicastro, Ken Fedesna

Hardware designers : Ray Macika, Pat Cox, Cary Mednick, Ray Gay, Al Lasko

DCS sound system : Matt Booty, Ed Keenan, John Lowes

Speechs : Steve Ritchie, Jon Hey, Vince Pontarelli, Dan (TOASTY) Forden, Ed Boon

Game Testers / Specialists : Kerry Marzo, Eddie Ferrier, Jeff Johnson


* CAST :

Baraka : Richard Divizio

Liu Kang : Ho Sung Pak

Raiden : Carlos Pesina

Johnny Cage, Sub-Zero, Reptile and Scorpion : Daniel Pesina

Kitana and Mileena : Katalin Zamiar

Kung lao : Anthony Marquez

Shang tsung : Phillip Ahn M.D.

Jax : John Parrish


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1994)

Sega Game Gear (1994)

Nintendo Game Boy (1994)

Sega 32x (1995)

Sony PlayStation (1996)

Sega Saturn (1996)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Sega Master System


* Computers :

Commodore Amiga (1994)

PC [MS-DOS, CD-ROM] (1994)

$end

$info=mosaic,mosaica,
$bio

Mosaic (c) 1990 Space.


- TRIVIA -


Also licensed to Fuuki.

$end

$info=motofren,motofrft,motofrmd,motomdft,
$bio

Moto Frenzy (c) 1992 Atari Games.

Game ID : 136094


- TRIVIA -


This game runs on the Atari GX2 hardware.


A Moto Frenzy unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.


- STAFF -


Programmer / Designer : Dennis Harper

Programmer : Davis S. Akers

Game designer : Milt Loper

Mechanical designer : Jack Aknin

Hardware : Samuel Lee

Technician : Farrokh Khodadadi

Lead animator : Nick Stern

Audio : John Paul

Video : Rob Rowe

PCB : Leon Fritts

Marketing : Linda Benzler

Team 'Frenzy' leader : Chris Downend

$end

$info=motorace,
$bio

MotoRace USA (c) 07/1983 Irem.


- TRIVIA -


Licensed to Williams.


This game is also known as "Traverse USA" and "Zippy Race".

$end

$info=motos,
$bio

Motos (c) 09/1985 Namco.


- TRIVIA -


This game runs on the "Super Pac-Man" hardware but uses a newer video board which supports scrolling though the scrolling isn't actually used in the game.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.

3) Press the service switch to display the grid and press (all together) Right+Button1+Start2. '(c) NAMCO LTD. 1984' will appear on the screen.


- STAFF -


Game designer : T. Okadaman

Programmer : Kosei Matz.

Music composer : Norio Nakagata

Graphic designer : Satoru Chan

Engineer : Sig-El

Debugger : M. Taguchin

Supervisor : Sing Kozima


- PORTS -


* Consoles :

Sony PlayStation (1998, "Namco Museum Encore")


* Computers :

Amstrad CPC (1987)

Sinclair ZX Spectrum (1987)

Sharp X68000 (1989)

$end

$info=mouja,
$bio

Moujya (c) 1996 Etona.


A cross between "Money Puzzle Exchanger" and "Puyo Puyo".


- TIPS AND TRICKS -


* Hidden Shoot' Them Up Game : Finish the game with a score higher than 100.000 points. After the Staff scrolling, the shoot' them up game should appear for a 30 second mission.


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1997)

Sony PlayStation (1999, "Ryougae Puzzle Moujya")

$end

$info=mouser,mouserc,
$bio

Mouser (c) 1983 UPL.

Game ID : UPL-83001


- TRIVIA -


Also licensed to Cosmos.


Mouser is the First UPL game. UPL means 'Universal Payland'.


- STAFF -


Designed & programmed by : Ryuichi Nisizawa (BUCHA)


- PORTS -


* Computers :

MSX (1983)

$end

$info=mtrap,mtrap3,mtrap4,
$bio

Mousetrap (c) 12/1981 Exidy.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


Mousetrap inspired a catchy hit song by Buckner and Garcia called 'Mousetrap' released on the 'Pac-Man Fever' album.


- STAFF -


Designed and programmed by : Larry W. Hutcherson


- PORTS -


* Consoles :

Colecovision (1982)

Atari 2600 (1982)

Mattel Intellivision (1982)

$end

$info=mrdo,mrdot,mrdofix,mrdoy,
$bio

Mr. Do! (c) 1983 Universal.


Guide Mr. Do as he tries to harvest his orchard before the evil Badguys can catch him. Quick! Mow a path to the cherries and start picking!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Also licensed to Taito.


A bootleg of this game is known as "Mr. Lo!" and another is called "Mr. Du!".

A hack is known as "Yankee DO!".


Inspired by "Dig Dug". The first of a series of four Mr. Do! games, this one was the biggest success. None of Universal's games did near as well as Mr. Do! and Universal disappeared in the video game crash of 1983-84.


- UPDATES -


On the Prototype version (which is a Japanese hack) :

* You are a 'Yukidaruma' (a snowman) with green arms instead of the famous clown.

* You dig with a rake in your hands.

* There is a mean expression when you push an apple.

* The screen does not change colour when you grab cookies, cake, etc...


- TIPS AND TRICKS -


* 255 Lives Tricks : It's possible to win 255 lives on the first screen, but only if an apple appears in the top two rows of the playfield.

1) Begin by digging a tunnel directly from the bottom of the screen to just below the apple, but leave enough dirt under it that it doesn't fall.

2) Next, kill all of the enemies but one, then lose all of your extra lives. As soon as you're on your last life, go right under the apple and wait.

3) Eventually, the remaining enemy will come after you. Allow the apple to drop, but, in the interval before you're squashed, kill the enemy with the powerball. If all has gone well, you'll be carried to the bottom of the screen, the music will go haywire for a moment, and you'll be awarded 255 extra lives.

4) Note that you should always lose a life before spelling 'EXTRA', or you'll roll back to zero lives, so, to be safe, immediately kill yourself at the start of level two.

5) IMPORTANT : This trick will only work with the Taito version of Mr. Do!.


* Here's A Neat Trick : You can divide the screen into a grid. The cheries, apples, and tunnel corners are all centered on a grid element. If you are being chased by the normal badguys (not ghosts) you can dig and stop between grid elements. The badguy will think it needs to turn into a digger to get you. While he's changing forms, you can escape.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Nintendo Super Famicom (1995)

Nintendo Game Boy


* Computers :

MSX (1983)

Commodore C64 (1985)

Sharp X68000 (1994)

Apple II

$end

$info=douni,
$bio

Mr. Do! vs. Unicorns (c) 11/1982 Universal.


- TRIVIA -


This game is known outside Asia as "Mr. Do's Castle".


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do! vs. Unicorns (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)


- PORTS -


* Computers :

MSX (1984)

$end

$info=docastle,docastl2,docastlo,
$bio

Mr. Do's Castle (c) 09/1983 Universal.


- TRIVIA -


The Asian version of this game is known as "Mr. Do! vs. Unicorns".


- UPDATES -


The later revision has :

* Extended game play by the inclusion of blocks with cherries embedded in them.

* The replay Diamond was added.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1984)

Atari 5200 (1984)

$end

$info=dowild,
$bio

Mr. Do's Wild Ride (c) 01/1984 Universal.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)


- PORTS -


* Computers :

MSX (1985)

$end

$info=mrdrillr,
$bio

Mr. Driller (c) 1999 Namco.


A puzzle game. Drill an endless onslaught of blocks underground and make blocks of the same color come together to make them disappear. Find undergrounders for bonus points and collect air capsules to restore your air supply.

Controlled with a 4-way joystick and one button.


- TRIVIA -


This game runs on the Namco System 12 hardware.


- SERIES -


1. Mr. Driller (1999)

2. Mr. Driller 2 (2000)

3. Mr. Driller G (2001)

4. Mr. Driller Ace (2002, Nintendo Game Boy Advance)

5. Mr. Driller - Drill Land (2002, Nintendo GameCube)


- STAFF -


Programming : Kaneko Tomohiro, Mazmoto Dai, Murakami Ayako

Graphics : Shinozaki Kaori, Hasegawa Taroo, Kusakabe Yasuko

Sound : Shina Masaru

Voice : Tatsuta Tomoko

Title logo & Package designer : Tamiya Kiyotaka

Product promotion : Cosyowaki Hiroshi

Production assistants : Nakabayashi Yasuki, Arai Takashi, Kuroda Masanao, Kondou Takiharu

Program support : Tanaka Kyouta, Funatsu Tetsuya, Hijiya Tosiharu

Product manager : Hajime Nakatani, Oishi Masuya

Producer : Yoshizawa Hideo

Executive producer : Nakamura Masaya

Director : Nagaoka Yasuhito


- PORTS -


* Consoles :

Nintendo Game Boy Color (2000)

Sega Dreamcast (2000)

Sony PlayStation (2000)

Bandai WonderSwan (2001)


* Computers :

PC [Windows] (1999)


* Others :

Mobile phones (2003)

$end

$info=mrdrilr2,
$bio

Mr. Driller 2 (c) 2000 Namco.


- SERIES -


1. Mr. Driller (1999)

2. Mr. Driller 2 (2000)

3. Mr. Driller G (2001)

4. Mr. Driller Ace (2002, Nintendo Game Boy Advance)

5. Mr. Driller - Drill Land (2002, Nintendo GameCube)

$end

$info=mrdu,
$bio

Mr. Du! (c) 19??.


- TRIVIA -


This game is a bootleg of "Mr. Do!".

$end

$info=mrgoemon,
$bio

Mr. Goemon (c) 05/1986 Konami.


- TRIVIA -


Most people will recognize the main character, Goemon, as he appeared in the Ganbare Goemon (Legend of the Mystical Ninja) games on the Nintendo Super Famicom and Nintendo 64.

$end

$info=mrheli,
$bio

Mr. Heli no Daibouken (c) 1987 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Mr. Heli's Great Adventure'.


This game is known outside Japan as "Battle Chopper".


This game runs on the Irem M-72 system hardware.


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- STAFF -


Y. Tagami, Yoriko Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S


- PORTS -


* Consoles :

NEC PC Engine (1989)


* Computers :

Commodore Amiga (1987)

Commodore C64 (1989, "Mr. Heli")

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989, "Mr. Heli")

$end

$info=mrjong,
$bio

Mr. Jong (c) 1983 Kiwako.


- TRIVIA -


Mr. Jong was distributed by Sanritsu.


This game is known outside Japan as "BlockBuster".

$end

$info=mrkougar,mrkougb,mrkougr2,
$bio

Mr. Kougar (c) 1983 ATW.


- UPDATES -


The bootleg version is (c) 1954 (!!) by Gross; in-game text is German.

$end

$info=mrlo,
$bio

Mr. Lo! (c) 19??.


- TRIVIA -


This game is a bootleg of "Mr. Do!".

$end

$info=mrtnt,
$bio

Mr. TNT (c) 1983 Telko.


- TRIVIA -


A bootleg of this game is known as "Gorkans".

$end

$info=mspacmat,
$bio

Ms. Pac Attack (c) 1981.


- TRIVIA -


This game is a hack of "Ms. Pac-Man".


- UPDATES -


The main difference being the order of levels has been changed. As in the regular "Ms. Pac-Man" game, the maze turns invisible at a certain point. However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th.

$end

$info=mspacman,mspacmab,mspacmnf,
$bio

Ms. Pac-Man (c) 1981 Midway.


Chances are good that you already know how to play this game. But here it is anyway, just in case Ms. Pac-Man simply wasn't available in your country. This is a maze game, and the object is to eat all the dots that are scattered around the maze. Now that would be just a bit easy, so the designers added in four ghosts to hamper your progress through the maze. Fortunately there is a power pellet in each corner, eating this pellet allows you to turn the table on the ghosts for a short period of time (you can eat them, instead of them eating you). You can eat the ghosts as long as they stay blue, but it is time to run again when they turn back to their regular color. Basically this game is exactly like "Pac-Man", with a few minor differences. The biggest difference is that the mazes change every few levels, the original "Pac-Man" used the same maze over and over again. The next difference is that the bonus fruits move around, they remained in the same place in the original "Pac-Man". The last difference will probably only be noticed by expert players, and that is the movement of the ghosts. The Ms. Pac-Man ghosts do not have patterns to their movement, which makes this game far more difficult for the advanced player.


- TRIVIA -


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 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.


Ms. Pac-Man was available in three distinct cabinets (not including bootleg versions) :

* The upright version 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 sideart 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 sideart 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.

* The mini version came in a smaller woodgrain cabinet, without any sideart. All of its graphics were scaled down versions of the ones used on the upright, except for a graphic of Ms. Pac-Man chasing three ghosts that appeared on the lower part of the control panel.

* The cocktail version came in the standard Namco/Midway woodgrain cocktail table. It was minimally adorned with a logo underneath the top glass, and instructions on the control panels.


All versions used the same internal hardware which consisted of a "Pac-Man" linear power supply, Electrohome open frame monitor, and a "Pac-Man" mainboard with the Ms. Pac-Man daughtercard installed. All versions also used the same 4-Way leaf switch joystick, which had a very short throw.


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' and in the 2002 movie 'Van Wilder'.


Some hacks are known as "Ms. Pac-Man Plus", "Ms. Pac Attack", "Ms. Pac-Man Champion Edition" and "Pac-Gal".


- TIPS AND TRICKS -


* 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 marque title first appears but before Blinky appears then the first board will be blue instead of pink.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- PORTS -


* Consoles :

Atari 2600 (1982)

Atari 5200 (1983)

Atari 7800 (1984)

Atari Lynx (1990)

Nintendo Famicom (1993)

Sega Game Gear (1993)

Nintendo Game Boy (1993)

Nintendo Super Famicom (1996)

Sony PlayStation (1996, "Namco Museum Vol.2")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Nintendo Game Boy Advance (2001, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")


* Computers :

Commodore VIC20 (1983)

Commodore C64 (1984)

Sinclair ZX Spectrum (1984)

Apple II


* Others :

VFD handheld game (1981) released by Coleco.

LCD handheld game (1992) released by MGA (Micro Games of America).

Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004).

$end

$info=mschamp,
$bio

Ms. Pac-Man Champion Edition (c) 1995 TQWN Amusement.


- TRIVIA -


This game is a hack of "Ms. Pac-Man".

This hack is also known as "Super Zola Pac Gal".

$end

$info=mspacpls,
$bio

Ms. Pac-Man Plus (c) 1981 Two-Bit Score.


- TRIVIA -


This is a hack of "Ms. Pac-Man" done by Two-Bit Score, who also did "Popeye Pacman".


This game runs on a "Pac-Man" based hardware.

$end

$info=mugsmash,
$bio

Mug Smashers (c) 199? Electronic Devices / 3D Games.


- TRIVIA -


All music and sound effects are ripped from "The Combatribes".


- STAFF -


General manager : Paolo Di Nunno

Supervisor : Ben Boux

Software : Bruno Lacchini, Roberto Zeni

Art : Renato Panicacci

Harwdare : Fabio Veronessi, Marco Di Nunno

$end

$info=nmg5,
$bio

Multi 5 (c) 1998 Yun Sung.


- TRIVIA -


This game is also known as "New Multi Game 5".

$end

$info=multchmp,
$bio

Multi Champ (c) 10/1998 ESD.


- TRIVIA -


Multi Champ is ESD's first arcade video game.


Among the songs played in the background are Beatles' songs, including 'Hey Jude', 'I Wanna Hold Your Hand' and 'Ob-La-Di, Ob-La-Da'.


About ESD : Founded on April 1, 1998, Excellent Soft Design (ESD) started their business in the arcade game industry. Working not only in game development but in manufacturing and overseas sales activities, ESD is growing into one of today's leading game makers in Korea.


- SERIES -


1. Multi Champ (1998)

2. Multi Champ Deluxe

$end

$info=mnchmobl,
$bio

Munch Mobile (c) 1983 SNK.

Game ID : A2001


- TRIVIA -


Licensed to Centuri (02/1983).

This game is known outside US as "Joyful Road".

$end

$info=ganryu,
$bio

Musashi Ganryuki (c) 1999 Visco.

Game ID : 0252


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Musashi Ganryu Tale'.


This game is known outside Japan as "Ganryu".


This game runs on the SNK Neo-Geo MVS hardware.


On April 14th, 1612, Musashi defeated the famous - and some think superior - fencer Sasaki Ganryu Kojiro using a simple wooden sword which he carved from a boat oar on the way to the duel. Musashi had an opportunity to see Kojiro's sword sometime before the duel and knew of it's great length. Musashi carved the wooden sword to be of greater length. When Musashi arrived on the beach for the duel, he kept the wooden sword hidden behind him until the duel began. He jumped over a low strike of Kojiro, reaching about a meter off the ground and came down hard on Kojiro's head with his heavy wooden sword. Kojiro lay dying on the sand and Musashi left in a hurry without killing him. Some of Musashi's critics call him a coward for not killing him, but Musashi had proved his point as the killing of Kojiro was not the goal - defeating him was. This is why the Kojiro character in Musashi Ganryuki has a huge gash on his forehead. The storyline of Musashi Ganryuki is that Kojiro has come back from the dead to try and kill Musashi.


- STAFF -


Producer : Ume.W

Programmers : S. Kawakatsu

Sound : Yasuko Reeb

Graphic designers : Hanage, R.T, M.K, Mi, T. Nakahata, F. Onishi, T. Nakazawa, Mo, Sadaijin

$end

$info=mbomberj,
$bio

Muscle Bomber - The Body Explosion (c) 07/1993 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Saturday Night Slam Masters".


This game runs on the Capcom Play System hardware (CPS).


Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').


Mike Haggar from "Final Fight" appears on this game as selectable character.


Capcom released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993.


- UPDATES -


Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :

Zalazoff - Biff Slamkovich.

Colt - Gunloc.

Budo - Oni.

Stinger - El Stingray.

Sheep - Alexander The Grater.

Gomes - Rasta.

Kimala - Jumbo.

Astro - Scorpion.


- SERIES -


1. Muscle Bomber - The Body Explosion (1993)

2. Muscle Bomber Duo - Heat Up Warriors (1993)

3. Super Muscle Bomber - The International Blowout (1994)


- STAFF -


Planners : Tomy, Saddy, Koguma

Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll designers : Buppo, Okachan, Taka

Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound Designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu

Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

FM Town Marty

$end

$info=mbombrdj,
$bio

Muscle Bomber Duo - Heat Up Warriors (c) 12/1993 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Muscle Bomber Duo - Ultimate Team Battle".


This game runs on the Capcom Play System hardware (CPS).


Mike Haggar from "Final Fight" appears on this game as selectable character.


Pony Canyon / Scitron released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993.


- UPDATES -


Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :

Zalazoff - Biff Slamkovich.

Colt - Gunloc.

Budo - Oni.

Stinger - El Stingray.

Sheep - Alexander The Grater.

Gomes - Rasta.

Kimala - Jumbo.

Astro - Scorpion.


- SERIES -


1. Muscle Bomber - The Body Explosion (1993)

2. Muscle Bomber Duo - Heat Up Warriors (1993)

3. Super Muscle Bomber - The International Blowout (1994)


- STAFF -


Planners : Tomy, Saddy, Koguma

Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll designers : Buppo, Okachan, Taka

Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu

Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.

$end

$info=mbombrd,
$bio

Muscle Bomber Duo - Ultimate Team Battle (c) 12/1993 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Muscle Bomber Duo - Heat Up Warriors".


Mike Haggar from "Final Fight" appears on this game as selectable character.


Capcom released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993.


- UPDATES -


Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :

Zalazoff - Biff Slamkovich.

Colt - Gunloc.

Budo - Oni.

Stinger - El Stingray.

Sheep - Alexander The Grater.

Gomes - Rasta.

Kimala - Jumbo.

Astro - Scorpion.


- SERIES -


1. Muscle Bomber - The Body Explosion (1993)

2. Muscle Bomber Duo - Heat Up Warriors (1993)

3. Super Muscle Bomber - The International Blowout (1994)


- STAFF -


Planners : Tomy, Saddy, Koguma

Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll designers : Buppo, Okachan, Taka

Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu

Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.

$end

$info=musobana,
$bio

Musoubana (c) 1995 Nichibutsu / Yubis.

$end

$info=mustache,
$bio

Mustache Boy (c) 1987 Seibu Kaihatsu.


- TRIVIA -


Licensed to March for manufacturing and distribution.

$end

$info=mutantf,mutantfa,
$bio

Mutant Fighter (c) 1991 Data East.

Game ID : MAF


Eight mythical creatures battle each other in this wrestling-style fighting game.


- TRIVIA -


This game is known in Japan as "Death Brade".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991.


- STAFF -


Game designer : Wizard Solomon

Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, K. Hashimoto

Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto

Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)

Hard designer : S. Mitsui

$end

$info=mnight,
$bio

Mutant Night (c) 12/1987 UPL.


- TRIVIA -


Licensed to Kawakus for distribution.


In Act 9 there is a grey robot dragon which resembles Bub and Bob from Taito's "Bubble Bobble".


- STAFF -


Game designed by : Tsutomu Fuzisawa

Characters designers : Tsutomu Fuzisawa, Takashige Shichijyo, Akemi Tsunoda, Noriko Nihei

Programmer : Takashi Hayashi

BGM & Sound composer : Yukari Shimada

Data make : Tsutomu Fuzisawa, Takashige Shichijyo

$end

$info=mutnat,
$bio

Mutation Nation (c) 03/1992 SNK.

Game ID : 0014


Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Eikichi Kawasaki

Planner : Ishimotti

Programmer : Ooisaurus

Sound : Papaya

Designers : Mioshi, Yokosuka!!, A.miyazaki, 1610;last!!, Sk, Yumo, Tajiyan, J.Mikami


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=mx5000,
$bio

MX5000 (c) 08/1987 Konami.

Game ID : GX669


- TRIVIA -


This game is known in Japan as "Flak Attack".


This game runs on the "Contra" hardware.

$end

$info=myhero,myherok,
$bio

My Hero (c) 1985 Coreland / Sega.

Game ID : 834-5755


- TRIVIA -


This game is known in Japan as "Seishun Scandal".


This game runs on the Sega System 1 hardware.


- PORTS -


* Consoles :

Sega Master System (1985)

$end

$info=mystston,myststno,
$bio

Mysterious Stones (c) 11/1984 Technos.

Game ID : TA-0010


- TRIVIA - 


With this game, Technos Japan developers pushed even further the peculiar gameplay elements on which "Eggs" and "Scrambled Egg" were based, by putting them into an Indy-themed, multi-room mayhem.


- UPDATES -


The subtitle is slightly different between the new and old versions. The new version says 'Dr. John's Adventure' while the old version says 'Dr. Kick In Adventure'.


- TIPS AND TRICKS -


By hitting the lonely idol statue in the opening screen with a headbonk, a secret message will be displayed: 'A short cut to a treasure room. Go into an upper or a lower entrance. And... Go on left!'. This obviously refers to the game map. As a side note, the older version of the game displays the same message in Japanese katakana characters, an eloquent proof that the older Mysterious Stones set was meant for use in Japan only.

$end

$info=mysticm,
$bio

Mystic Marathon (c) 03/1984 Williams.


The object of Mystic Marathon is to guide an elvin looking goblin in some sort of overland race. In most arcade games if you made a mistake you would lose a life, but in Mystic Marathon making a mistake, any mistake, simply meant it was impossible to win the race. Bump into something, oops, can't win. Choose the wrong path, can't win. Press jump at the wrong time, can't win.


- TRIVIA -


Williams released Mystic Marathon as a conversion kit only. This was a cabinet specific conversion kit, as it came with a new control panel and other components that were sized to fit Williams cabinets only.


- STAFF -


Staff : Kristina Donofrio (KVD), John Newcommer (JRN), (PAM), Jill Chittenden (JIL), (KAG), Jan Hendricks (JAN).

$end

$info=mysticri,
$bio

Mystic Riders (c) 1992 Irem.


- TRIVIA -


This game is known in Japan as "Mahou Keibitai Ganhooki".


This game runs on the Irem M-92 system hardware.

$end

$info=mystwarr,mystwaru,
$bio

Mystic Warriors - Ikari no Ninja (c) 1993 Konami.

Game ID : GX128


Rare horizontal action game with five selectable characters (ninja, monk, samurai, girl and kabuki) and various situations like in "Sunset Riders" and "Wild West C.O.W. Boys of Moo Mesa".

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Wrath of Ninja'.


The attract mode intro from "Sunset Riders" plays on the large theatre screen at the end of Stage 1.


King Records released a limited-edition soundtrack album for this game (Konami Amusument Sounds '93 - Summer) on 08/1993.

$end

$info=nycaptor,
$bio

N.Y. Captor (c) 1985 Taito.

Game ID : A50

$end

$info=nam1975,
$bio

NAM-1975 (c) 04/1990 SNK.

Game ID : 0001


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This is the first game developed for the SNK Neo-Geo MVS hardware (MVS stand for 'Multi Video System', Neo-Geo means 'New World').


- STAFF -


Producer : Eikichi Kawasaki

Main director : Dachipee

Sub director : Fukupee (New Face)

Programmer : ZAC, Kurasan (New Face)

Design chief : Satopee

Designers : Nakapee, Fukupee, Satopee, Ishipee, Miyopee, Kawapee (New Face), Sakapee (New Face), Yamapee (New Face)

Sound : Yoko. O

Hard : Fukusan


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=ncv1,ncv1j,ncv1j2,
$bio

Namco Classics Collection Vol.1 (c) 1995 Namco.


Awesome collection of classic Namco games ("Galaga", "Xevious" and "Mappy") with original and updated 'arrangement' versions available. Additionally "Super Xevious" is available as well.


- TRIVIA -


This game runs on the Namco System ND-1 hardware.


- TIPS AND TRICKS -


* Secret Message In Xevious : The programmer has included a trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. In original version / normale mode, the message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen. In original version / super mode, the message is 'Special thanks for you by game designer Evezoo.' In arrangement version, the message is 'This game is dedicated to the original XEVIOUS staff.'


- SERIES -


1. Namco Classics Collection Vol.1 (1995)

2. Namco Classics Collection Vol.2 (1996)


- STAFF -


Game arrangement : Kohji Kenjoh, Taka Yamamura, T. Iguchi

Game programmers : Yoshihito Iwanaga, Takashi Koshigoe

System programmer : Tsukka

Visual designers : Semushi Komoriya, Fukuokachanpe-, Imaizumi Bakarashi

Graphic designer : Akira Usukura

Logo designer : Hideaki Ito

Sound : Hiroto Sasaki (Saman)

Hardware ND-1 development : Shin' Ichi ' Yosiho' Ohki

Custom 'Risa' designer : Makoto Inoue

Sound driver development : Hira


- PORTS -


* Consoles:

Sony Playstation (1997, "Xevious 3D/G+") : Xevious Arrangement

Nintendo Gamecube (2002, "Namco Museum") : Galaga Arrangement

Microsoft Xbox (2002, "Namco Museum") : Galaga Arrangement

Sony Playstation 2 (2002, "Namco Museum") : Galaga Arrangement

$end

$info=ncv2,ncv2j,
$bio

Namco Classics Collection Vol.2 (c) 1996 Namco.


Awesome collection of classic Namco games ("Pac-Man", "Dig Dug" and "Rally-X") with original and updated 'arrangement' versions available. Additionally "New Rally-X" is available as well.


- TRIVIA -


This game runs on the Namco System ND-1 hardware.


One major note for purists : The 'original' versions of "Rally-X" and "New Rally-X" have been slightly altered. Those games originally used a horizontal monitor. They have been altered to use a vertical one. What they did is moved the map and scoring section from the side to the bottom, leaving the actual gameplay area basically unchanged.


- SERIES -


1. Namco Classics Collection Vol.1 (1995)

2. Namco Classics Collection Vol.2 (1996)


- STAFF -


Game arrangement : Taka Yamamura, Tadashi Iguchi, Kiyoshi Minami

System program : Tsukka

Game program : Takashi Koshigoe, Tsukka, Kiyoshi Minami, Yoshihito Iwanaga

Visual design : Fukuokachanoe-, Semushi Komoriya, Kankan, Imaizumi Bakarashi, Mika Yokoyama, Hiroshi Syouno, H-Daio

Graphic design : Akira Usukura

Logo design : Hideaki Ito

Sound : Charly, Yoshie Arakawa, Kavan, Yurippe-082, Bekao

Hardware No-1 'Ahna' design : Shin'ichi Ohki (Yosiho)

Hardware sound driver development : Hira


- PORTS -


* Consoles :

Nintendo Game Boy Advance (2001, "Pac-Man Collection") : Pac-Man Arrangement

Nintendo Gamecube (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement

Microsoft Xbox (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement

Sony Playstation 2 (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement

$end

$info=nametune,
$bio

Name That Tune (c) 04/1986 Bally / Sente.


The game itself was an almost exact translation of the 1980s incarnation of the gameshow. It was all colors and text, and the only animation in it was a little hand that played notes on a piano. The interface had to be simple, as they used up all the ROM space on the different songs.

Controlled with four buttons which correspond to the onscreen numbers of the tunes.


- TRIVIA -


This game came out when arcades were at a very low point. But someone over at Sente gets the bright idea that a big honking upright 'Name that Tune' machine would make lots of money. So they proceeded to pay big money to license the show, and then they went ahead and started pumping out 'Name that Tune' arcade games. It was a big flop. They were targeting the wrong audience with this game. Teenagers simply weren't interested in trying to name old 40s and 50s songs. This game could have done fine if it was in a bartop unit instead.


This title was available only as a conversion kit for machines with the Sente SAC-I hardware installed. This meant that most of them ended up in the futuristic looking all-metal SAC-I cabinets.


There were supposed to be several different upgrade chips available for this game, but they seem to have fallen off the face of the earth.


- STAFF -


Game design : Owen Rubin

Project coordinator : Gary Levenberg

Arrangements and orchestration : Richard Greene

Screem graphics : Bil Maher

Game consultant : Tommy Oliver

Gonzo programming : Ed Rotberg

Doctor memory : Dave Ross

Ace Technician : Paul Brandt

Hardware wizardry : Howard Delman

King Video : Rich Adam

For leaving us alone : Bob Lundguist

$end

$info=naname,
$bio

Naname de Magic! (c) 1994 Atlus.


- TRIVIA -


This game is known outside of Japan as "Diagonal Magic".


- STAFF -


Planner : Boo Ueda

Programmer : Tuohi

Graphic designers : Sio, Takashima, Nabe

Composers : Yanda, Okibe

Debuggers : Fuse, Hagishita

$end

$info=narc,narc3,
$bio

NARC (c) 12/1988 Williams.


No one had the guts until now. Max Force and Hit Man take to the streets and drug labs to topple the crime empire of Mr. Big. Body parts go flying when the rocket bombs fire and you can arrest all of the crooks you want. Beware of the PCP-infused Dumpster Man!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the Williams Z Unit hardware.


NARC was the first arcade game to use a 32-bit processor (TI 34010).


The second player character was a part of Acclaim's (who made the NES version of NARC) 'Power Team' along with Tyrone ("Arch Rivals"), Kuros (Wizards and Warriors/Ironsword), Bigfoot (the monster truck) and Kwirk the tomato, in an animated series featuring the characters. Three of the NARC bosses : Mr. Big, Dr. Spike Rush and Joe Rockhead were the villains on the series.


A NARC unit appears in the 1990 movie 'Don't Tell Her It's Me', in the 1990 movie 'Teenage Mutant Ninja Turtles' and in the 1991 movie 'Terminator 2 - Judgment Day'.


- TIPS AND TRICKS -


* While coming out of any door, move the joystick Left. IMMEDIATELY after your character appears, move the joystick Up. If you do everything correctly, your cop will be 'stuck' to the wall, and will be able to walk on the wall to the next stage.


* A specific Ase For The Same Trick : An easy way to get free lives is on the first level. Right after you leave the subway, keep your joystick pointed up. If you do this, you will 'stick' to the wall and nobody can touch you, though you can arrest tons of people (50 is the max). You can do this in other levels, though it does not seem to be as useful. One problem occurs right when you get out of the subway. There is a barrel which obstructs your path in/on the wall. You can just rocket it away if there are people behind the barrel (in respect to you). You can stay on the wall all the way to the passkey spot and into the door.


* To get ridiculous numbers of points and free men, you need to get to the end of the game, or at least where Mr. Big is. Once you've killed him (the little one *and* the big one), and you get to enter the treasure vault, just collect all the big gold blocks, and just wait. Don't do anything, just wait. After a while, the machine will send a pack of those annoying dogs after you. Let them kill you. You'll be sent back a stage in the game. And you have to fight your way back to the next 'bonus' exit door... once you do, mega-points and mega-men.


* Note the automatic teller machines present in a few places. March your character up to the machine and push into it; it should start spitting out money (evidence). Not HUGELY useful, but it's still kind of neat.


- STAFF -


Staff : Jack E. Haeger (JEH), John Newcommer (JRN), Tim Elliott (TJE), (LIN), Mark Loffredo (ML ), Glenn Shipp (GWS), Al Lasko (AL ), (BLS), (JRH), (J P), (DTW), (D P), Ray Czajka (RAY), Warren Davis (WBD), (KJF), Larry DeMar (LED)

Designer : Eugene Jarvis


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

Sinclair ZX Spectrum (1991)


* Others :

LCD handheld game (1989) : released by Acclaim.

$end

$info=nastar,
$bio

Nastar (c) 1988 Taito.

Game ID : B81


- TRIVIA -


This game is known in Japan as "Rastan Saga II" and in US as "Nastar Warrior".


This game runs on the Taito B System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- SERIES -


1. Rastan (1987)

2. Nastar (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware designer : Eikichi Takahashi

Music composed by : Hisayoshi Ogura

Sound editor : Yasuhisa Watanabe

Graphic designer : Hiroyasu Nagai

Game and art designer : Hisaya Yabusaki

$end

$info=nastarw,
$bio

Nastar Warrior (c) 1988 Taito.

Game ID : B81


- TRIVIA -


This game is known in Japan as "Rastan Saga II" and outside Japan as "Nastar".


This game runs on the Taito B System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- SERIES -


1. Rastan (1987)

2. Nastar Warrior (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware designers : Eikichi Takahashi

Music composed by : Hisayoshi Ogura

Sound editor : Yasuhisa Watanabe

Graphic designer : Hiroyasu Nagai

Game and art designer : Hisaya Yabusaki

$end

$info=natodef,natodefa,
$bio

NATO Defense (c) 07/1982 Pacific Novelty.

$end

$info=natsuiro,
$bio

Natsuiro Mahjong (c) 1989 Video System.

$end

$info=naughtyb,naughtya,naughtyc,
$bio

Naughty Boy (c) 06/1982 Jaleco.


- TRIVIA -


Licensed to Cinematronics for US manufacture and distribution (06/1982).


The bootlegs of this game made it into the arcades before the official release did.


This is the first game manufactured by Jaleco.

$end

$info=nmouse,nmouseb,
$bio

Naughty Mouse (c) 1981 Amenip.


- TRIVIA -


Also licensed to Palcom Queen River for distribution.

$end

$info=navarone,
$bio

Navarone (c) 02/1980 Namco.

$end

$info=nbahangt,
$bio

NBA Hangtime (c) 04/1996 Midway.


- TRIVIA -


This game runs on the Midway Wolf Unit hardware.


This game is an official licensed product of the NBA (National Basketball Association).


The songs 'Get up Get up' and 'Hangtime - Whatcha Gonna Do' were produced by 'M.DOC of Indasoul Productions' specially for this game.


- TIPS AND TRICKS -


* Hidden Characters :

Dan Amrich - AMRICH / 2020 (Writer, SLAM magazine)

Dan Roan -DANR / 0000 (Host of WGN's 'Bull's Eye', a Bulls pregame show)

Mark Turmell - TURMEL / 0322 (Developer of NBA Hangtime)

Sheridan Oursler - SNO / 0103 (Developer of NBA Hangtime)

Sal Divita - DIVITA / 0201 (Developer of NBA Hangtime)

Larry Munday - MUNDAY / 5432 (Writer, Play Meter Magazine and friend of Mark Turmell)


* ABA Ball : Press Right(x2), Shoot, Turbo, Pass at the Tonight's Matchup screen.


* Big Head Mode : Press Up, Turbo, Pass at the Tonight's Matchup screen.


* Huge Head Mode : Press Up, Pass, Turbo at the Tonight's Matchup screen.


* Display Shot Percentage : Rotate the Joystick clockwise one full circle at the Tonight's Matchup screen.


* Alternate Dennis Rodman's Hair Color : Press Pass at the team selection screen.


* Cheat Mode : Press Turbo, Shoot and Pass at the Tonight's Matchup screen to enter the following codes. The first number indicates the number of times Turbo is pressed. The second number indicates the number of times Shoot is pressed. The third number indicates the number of times Pass is pressed.

Tournament Mode - 111

Baby-sized players - 025

No music mode - 048

Goaltending on - 937

Maximum block - 616

Maximum steal - 709

Maximum speed - 284

Hyper speed - 552

Stealth turbo - 273

Unlimited turbo - 461

No pushing - 390

Fast passing - 120

Outdoor court - 200


- SERIES -


1. NBA Jam (1993)

2. NBA Jam Tournament Edition (1994)

3. NBA Hangtime (1996)

4. NBA Maximum Hangtime (1996)

5. NBA Showtime - NBA on NBC (1999)


- STAFF -


Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey

Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich

Sound and music : Jon Hey, Kevin Quinn, Neil Funk

Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes

NBA Support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin

Game testers : Mike Vinikour, Eddie Ferrier

Additional testers : Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Dimitri, Alfred Montegue, Quiana Lahori, Marius Mateescu

Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe

Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller


- PORTS -


* Consoles :

Nintendo Super Famicom (1996)

Sega Mega Drive (1996)

Nintendo 64 (1997)

Sony PlayStation (1997)


* Computers :

PC [Windows] (1996)

$end

$info=nbajam,nbajamr2,
$bio

NBA Jam (c) 02/1993 Midway.


- TRIVIA -


This game runs on the Midway T Unit hardware.


Many critics claim that the release of NBA Jam gave rise to a new genre of sports games, which were based around action-packed, unrealistic gameplay.


Midway Games, no stranger to releasing landmark games having released "Pac-Man", had started experimenting with the ideas two years earlier, with the "High Impact Football" series. Both High Impact and Super High Impact had somewhat average success in arcades. It was not until the release of NBA Jam that gamers noticed the new genre. The game became exceptionally popular, and generated a lot of money for arcades after its release, largely because of the fairly expensive prices put on these games; a game quarter generally took two credits and a full game generally took eight, typically equal to $2.00 USD. Nonetheless, the game was a smash hit.


NBA Jam was one of the first real playable basketball arcade games (It was the first game to be officially licensed by the NBA (National Basketball Association)), and was also one of the first sports games to feature real teams, real players, and their real digitized likenesses. However, the unrealism of the game was the major drawing point, as the high flying dunks (often featuring players jumping twice their own height in the air while making highly acrobatic slams) were the games' signature. Of course, seeing NBA superstars like Hakeem Olajuwon, Karl Malone, David Robinson, Charles Barkley, and Shaquille O'Neal flying through the air with the greatest of ease brought just as many fans back. In time, players discovered another major feature of the game, as it was filled with easter eggs, special features and players activated by initials or button/joystick combinations.


- UPDATES -


Revision 1

* Software version : 2.00.


Revision 2 :

* Software version 3.01.

* Credit problems fixed.

* Jersey color of special guests fixed.

* Prevents games from ending at the Tank mini-game.

* Added 'Fair Shake'.


- TIPS AND TRICKS -


* Hidden Characters :

Air Morris - WIL, Jan 1

Carleton - JMC, Aug 5

Divita - SAL, Feb 1 (Sal Divita did the artwork for NBA Jam, as well as some graphics work on Mortal Kombat)

Goskie - TWG, Dec 7

Hey - JWH, Sep 20 (On the design team screen, Jon Hey is the one in the checkered shirt and glasses, sticking his tongue out to the rest of the world)

Howard - HOW, Jul 15

Liptak - SL(space), Jun 24 (Shawn Liptak is the one on the design team screen with a basketball for a brain)

Newcomer - JRN, Jun 18

Oursler - SNO, Jan 3

Petro - GNP, Oct 8 (George N. Petro is the main designer of "Terminator 2 - Judgement day")

Rivett - RJR, Jan 17 (Jamie Rivett helped with the autostat portion of NBA Jam)

Scott - TON, Jul 03 (Tony Scoot helped with digitizing the player movements and performed many of the special dunks)

Turmell - MJT, Mar 22 (Mark J. Turmell is the main designer and programmer for NBA Jam)


* Big Head : Hold Up+Turbo+Steal at 'Tonight's match up'.


* Powerup :

Defense - Press Steal or Block 8 times when it says 'Tonight's match up'.

Intercept - Hold Down joystick and hold all three buttons during 'Tonight's match up'.

Offense - press Steal or Block 21 times at 'Tonight's match up'.

Defense and Intercept - At 'Tonight's Match-Up', Press the Shoot button 7 times, then all at once, hold Down the joystick and all three buttons.

Powerup Defense and Big head - press Turbo 6 times, hold Turbo and Steal, then hold the joystick Up at 'Tonight's match-up'.

Fair Shake - Tap turbo 10 times when it says 'Tonight's match up'. The Fair shake can ONLY be done in Human vs. Human games and ONLY on machines that are version 3.0 or greater.

Fair Shake and Powerup Intercept - press Turbo 7 times, then hold Turbo+Pass+Shoot, then hold the joystick Down at 'Tonight's match-up'.

Fair Shake and Big head - Press turbo 8 times, then hold Turbo+Steal and hold the joystick Up.


* Tank Mini-Game : Hold all buttons for all four players and press Down on all four joysticks at the 'Tonight's match up'. Keep the controls held until the mini-game begins.


- SERIES -


1. NBA Jam (1993)

2. NBA Jam Tournament Edition (1994)

3. NBA Hangtime (1996)

4. NBA Maximum Hangtime (1996)

5. NBA Showtime - NBA on NBC (1999)


- STAFF -


Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie, John Carlton (JMC), Sal Divita (SAL), Jon Hey (JWH), Jamie Rivett

Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler, Matt Booty, John Lowes, Al Lasko

Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha

Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan.


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1993)

Sega Game Gear (1993)

Nintendo Game Boy (1993)

Sega Mega CD (1993)

$end

$info=nbajamex,
$bio

NBA Jam Extreme (c) 1996 Acclaim.


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1996)


* Computers :

PC [Windows 9x, CD-ROM] (1997)

$end

$info=nbajamte,nbajamt1,nbajamt2,nbajamt3,
$bio

NBA Jam Tournament Edition (c) 01/1994 Midway.


- TRIVIA -


This game runs on the Midway T Unit hardware.


This game is an official licensed product of the NBA (National Basketball Association).


- TIPS AND TRICKS -


* Quick Players : Press any button five times, then hold Down as the match-up screen fades.


* Baby Mode : Hold Down/Right angle and press Turbo, Shoot, Steal, Turbo, Shoot, Steal, Turbo, Shoot, Steal at the match-up screen.


* Big Heads : Hold Up+Turbo+Pass as the match-up screen fades.


* Huge Heads : Press Up three times, then hold Turbo+Pass and press Shoot six times at the match-up screen.


* Maximum Power : Hold Down and press Turbo+Shoot+Pass+Start at the match-up screen.


* Change Teams : Hold Pass and press Right at the player substitution screen.


* Bigger Roster : Hold Down and press Pass three times at the player selection screen, then rotate the Joystick three full circles and press Pass.


* Hidden Characters :


NBA all-stars :

Barkley - BRK FEB 20 (does not work on version 3.0 / 4.0)

Rodman - ROD MAY 13 (does not work on old version 1.0 / 2.0)

Thomas - ZEK APR 30 (does not work on old version 1.0 / 2.0)

Brown - DEE NOV 29

Coleman - DC_ JUN 21

Ewing - PAT AUG 5

Kemp - KMP NOV 26

Malone - KRL JUL 24

Mourning - ZO_ FEB 8

Olajuwon - HAK JAN 21

Pippen - PIP SEP 25

Robinson - ROB AUG 6

Webber - WEB MAR 1

Wilkins - DOM APR 16


Special Guest :

Kerri Hoskins - KER OCT 10

Lorraine Olivia - LOR FEB 20

Coman - TJC OCT 11 (does not work on version 3.0 /4.0)

Elviscious - ELV JAN 8 (does not work on version 3.0 /4.0)

Grim Reaper - GRM OCT 31 (does not work on version 3.0 /4.0)

Kongo - KNG JAN 16 (does not work on version 3.0 /4.0)

Raiden - RAD JUL 9 (does not work on version 3.0 /4.0)

Reptile - RPT NOV 11 (does not work on version 3.0 /4.0)

Sub-Zero - SUB DEC 5 (does not work on version 3.0 /4.0)

Air Morris - WIL JAN 1

Barker - PCB MAY 9

Davies - RJD SEP 3

Boon - EJB FEB 22

Davis - WBD AUG 17

Sal Divita - SAL FEB 1

Dabelstein - DOZ DEC 31

Dillon - JPD JUN 3

Carleton - JMC AUG 5

Forden - DWF SEP 28

Granner - CG_ DEC 4

Gay - RMG AUG 11

Heitsch - WMN NOV 11

Petro - GNP OCT 8

Jon Hey - JWH SEP 20

Jarvis - EPJ JAN 27

Kinkead - DIE JAN 1

Lasko - ANL AUG 31

Linda Deal - LTD APR 30

Loffredo - ML_ MAY 25

Goskie - TWG DEC 7

Mednick - CMM JUL 2

Oursler - SNO JAN 3

Mark J. Turmell - MJT MAR 22

Newcomer - JRN JUN 18

Shawn Liptak - SL_ JUN 24

Penacho - MDP JAN 13

Jamie Rivett - RJR JAN 17

Roger Sharpe - ROG AUG 1

Simpson - JMS FEB 22

Tobias - TOB AUG 24

Tsui - JYT NOV 28

Beran - SAB AUG 29

Booty - MVB APR 18

Cox - PGC APR 11

Gentille - JPG JAN 23

Grenn - JDG MAY 31

Heager - JEH JUL 13

Macika - REM MAR 26

Pontarelli - VJB APR 11

Linhoff - JFL APR 16

Vogel - VOG JUN 27

Skiles - JMS JUL 29

Martinez - MAM AUG 7

Lowes - JML NOV 4


- SERIES -


1. NBA Jam (1993)

2. NBA Jam Tournament Edition (1994)

3. NBA Hangtime (1996)

4. NBA Maximum Hangtime (1996)

5. NBA Showtime - NBA on NBC (1999)


- STAFF -


Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie (TWG), John Carlton (JMC), Sal Divita (SAL), Jon Hey (JWH), Jamie Rivett

Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler (SNO), Matt Booty, John Lowes, Al Lasko

Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault

Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan.


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

Sega Game Gear (1994)

Nintendo Game Boy (1995)

Sega 32x (1995)

Sega Saturn (1995)

Sony PlayStation (1995)

Atari Jaguar (1996)


* Computers :

PC [MS-DOS, CD-ROM] (1995)

$end

$info=nbamht,nbamht1,
$bio

NBA Jam Maximum Hangtime (c) 11/1996 Midway.


- TRIVIA -


Maximum Hangtime was a chipset upgrade for "NBA Hangtime" that Midway sent out in late 1996 as a combination bug fix/game enhancement. "NBA Hangtime" came out in the spring of 1996, so by that fall, the new NBA season was starting up but the game was a bit old.


Differences between 'Hangtime' and 'Maximum Hangtime' :

* New rosters for 1997 season including player trades and college rookies.

* Hot spots : Each player has a hidden spot on the court where they are more accurate. You'll know you're on it when a pulsing circle appears at your feet and you hear a sound effect from one of Turmell's favorite games, "Robotron - 2084". The announcer usually mentions the hot spot as well.

* No trivia contest. :(

* There's no code for the outdoor court - Simply press Left or Right on the joystick during 'Tonights Matchup' to choose Stadium or Outdoor.


- UPDATES -


REVISION 1 :

* Software version : L1.0 11/08/96


REVISION 2 :

* Software version : L1.03 06/09/97


- TIPS AND TRICKS -


* Secret Players (Real Name - Code Name / Pin #) :

Dan Amrich - AMRICH / 2020

Steve Bardo - BARDO / 6000

Carlos Pesina - CARLOS / 1010 (Brother to Daniel Pesina 'Johnny Cage' in "Mortal Kombat")

Dan Thompson - DANIEL / 0604

Dan Roan - DANR / 0000

Sal Divita - DIVITA / 0201 (Lead artist)

Eddie Ferrier - EDDIE / 6213 (Midway software tester)

Eugene Geer - EUGENE / 6767

Jamie Rivett - JAMIE / 1000

Jeff Johnson - JAPPLE / 6660

John Carlton - JC / 0000

Jennifer Hedrick - JFER / 0503

Jon Hey - JONHEY / 6000 (Lead sound & music programmer)

Ed Boon - KOMBAT / 0004 (Programmer of the Mortal Kombat series)

John Tobias - MORTAL / 0004 (Designer of the Mortal Kombat series)

Marty Martinez - MARTY / 1010

Cary Mednick - MEDNIK / 6000

Marcus Minifer - MINIFE / 6000

Willie Morris Jr. - MORRIS / 6000

Larry Munday - MUNDAY / 5432

Mike Vinikour - MXV / 1014 (Midway tester)

Nick Erhlich - NICK / 7000

Neil Funk - NFUNK / 0101

Pat Fitzgerald - PATF / 2000 (Midway marketing/PR coordinator)

Matthew Perry - PERRY / 3500 (From the hit sitcom Friends)

Kevin Quinn - QUIN / 0330

John Root - ROOT / 6000

Shawn Liptak - SHAWN / 0123

Sheridan Oursler - SNO / 0103

Mark Turmell - TURMEL / 0322

Unknown - JIGGET / 1010

Unknown - NOBUD / 1010

Unknown - NORTH / 5050


* NBA all-Star player :

Anfernee 'Penny' Hardaway - AHRDWY / 0000

Cliff Robinson - CLIFFR / 0000

David Robinson - DAVIDR / 0000

Glenn Robinson - GLENNR / 0000

Hakeem Olajuwon - DREAM / 0000

Sean Elliot - ELLIOT / 0000

Patrick Ewing - EWING / 0000

Horace Grant - HGRANT / 0000

Larry Johnson - JOHNSN / 0000

Shawn Kemp - KEMP / 0000

Jason Kidd - KIDD / 0000

Karl Malone - MALONE / 0000

Reggie Miller - MILLER / 0000

Dikembe Motumbo - MOTUMB / 0000

Alonzo Mourning - MOURNG / 0000

Gheorghe Muresan - MURSAN / 0000

Scottie Pippen - PIPPEN / 0000

Dennis Rodman - RODMAN / 0000

Glen Rice - RICE / 0000

Rik Smits - SMITS / 0000

Jerry Stackhouse - STACKH / 0000

John Starks - STARKS / 0000

Chris Webber - WEBBER / 0000


* Powerup Codes : Enter these in at the 'Tonight's Matchup' screen, if you press Down on the joystick, all numerical codes will 'lock in' for that game.

025 - Baby mode.

048 - No music during gameplay.

111 - Tournament Mode, disallows all powerups & computer assistance in multiplayer games.

120 - All passes are turbo speed.

273 - Stealth Turbo.

284 - Max player speed.

390 - No pushing.

461 - Unlimited Turbo.

552 - Hyper Speed, overall gameplay is faster.

616 - Max shot blocking.

709 - Quick Hands, Max steal power.

937 - Goaltending not allowed.

Hold Up and press Pass+Turbo - Big Head.


* Court Select : Enter 7-4-5 at the match up screen. Then, Press Left or Right to play in an indoor or outdoor court. The screen will flash to confirm correct code entry.


- SERIES -


1. NBA Jam (1993)

2. NBA Jam Tournament Edition (1994)

3. NBA Hangtime (1996)

4. NBA Maximum Hangtime (1996)

5. NBA Showtime - NBA on NBC (1999)


- STAFF -


Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey

Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich

Sound and music : Jon Hey, Kevin Quinn, Neil Funk

Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes

NBA support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin

Game testers : Mike Vinikour, Eddie Ferrier

Additional testers : Kevin Day, Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Alfred Montegue, Quiana Lahori, Marius Mattescu

Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe

Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller

$end

$info=nebulray,nebulryj,
$bio

Nebulasray (c) 1994 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Nebulasray : Namco Game Sound Express Vol.13 - VICL-15027) on 21/07/1994.


- STAFF -


Planners : M. Kimoto, Y. Yamamura

Programmers : Jin? Tsukka, H.R.M.

Chief designer : H. Kuwabara

Visual designers : Kim, Z=Bouya, H.Onishi, H-Daio, G-Nas.Y, Harurou

Graphic designer : I.T.O. Inc

Music composers : Masahiro Fukuzawa (Charly), Takayuki Ishikawa

$end

$info=neckneck,
$bio

Neck-n-Neck (c) 12/1992 Bundra Games / Incredible Technologies.


- STAFF -


Producers : Buns Bob, Rocket Man

Director : Elaine Ditton

Programmed by : Jane Zeto, Robert Fuentes Jr.

Graphics by : Brian Wicks, Scott Morrison

Sound by : David Thiel

$end

$info=ngpgal,
$bio

Nekketsu Grand-Prix Gal (c) 07/1991 Nichibutsu.


A mahjong game with a race car theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Hot-blooded Grand-Prix Gal'.

$end

$info=kuniokun,kuniokub,
$bio

Nekketsu Kouha Kunio-Kun (c) 1986 Technos.

Game ID : TA-0018


One of the original beat-'em-ups! Kunio and Riki tear through rival gangs to save their girlfriends!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Hot-blooded Tough Elements Kunio-kun'.


This game is known outside Japan as "Renegade".


Kunio the main character was originally the hero of 'river city ransom' manga. His name, Kunio, comes from the director of Technos who is named Kunio Taki. Kunio also appears in the Super Dodge Ball series.


Apollon released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987.


- SERIES -


1. Renegade (1986)

2. Target Renegade (1988, Sinclair ZX Spectrum)

3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum)

$end

$info=nkdodgeb,
$bio

Nekketsu Koukou Dodgeball-bu (c) 1987 Technos.

Game ID : TA-0022


- TRIVIA -


The title of this game translates from Japanese as 'Hot-blooded High School Dodgeball Class'.


This game is known outside Japan as "Super Dodge Ball".


- PORTS -


* Consoles :

Nintendo Famicom (1989) 

NEC PC Engine (1990)

$end

$info=nmsengen,
$bio

Nekketsu Mahjong Sengen! AFTER 5 (c) 1991 Video System.


When the girls get off work, they get ready to play strip mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Hot-blooded Mahjong Announcement! - After 5'.

$end

$info=nemesis,nemesuk,
$bio

Nemesis (c) 10/1985 Konami.

Game ID : GX400


- TRIVIA -


This game is known outside Europe as "Gradius".


First shoot-em-up with serious power-ups.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986.

Apolon released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987.


Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'.


Bandai released a boardgame (in Japan only) based on this videogame (as "Gradius") in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules.


- SERIES -


1. Nemesis (1985)

2. Gradius 2 (1987, MSX)

3. Vulcan Venture (1988)

4. Gradius III (1989)

5. Nemesis '90 Kai (1993, Sharp X68000)

6. Solar Assault - Gradius (1997)

7. Solar Assault - Revisited (1997)

8. Gradius IV - Fukkatsu (1999)

9. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Music by : Miki Higashino


- PORTS -


* Consoles :

Nintendo Game Boy (1990)


* Computers :

MSX (1986)

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

$end

$info=nemo,nemoj,
$bio

Nemo (c) 11/1990 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Little Nemo in Slumberland was the original comicstrip from Winsor Mc Kay published in the New York Herald in 1904. He also made the first movie animation around 1910's. Tokyo Movie Shinsha (TMS) in 1990 got the rights to make an animated movie based in the comicstrip, later they gave the rights to Capcom to make the Arcade games.


The second player in Nemo, Flip, appears in the music video by Tom Petty, 'Running down a Dream'.


- TIPS AND TRICKS -


* New Final Scenes : If you beat the game in one credit, you get special bonus scenes at the end which parody "Ghouls'n Ghosts" and "Final Fight".


- STAFF -


Planners : Noritaka Funamizu (Poo), Popo P, Chin

Chief object designer : Nemotani

Object designers : Hiramacho, Mizuho, Popo P, Chin

Chief scroll designer : Tanupooh

Scroll designers : Oyuu, Konomi (Powerful Konomi), Taiyaki

Chief programmer : CBX

Programmers : Cherry, Wakio

Sound composer : Shimopii

Character supporters : Popo P, Noritaka Funamizu (Poo), CBX

Character coordinator : Nemotani

Character effecter : Chin

Editors : Noritaka Funamizu (Poo), Popo P, Chin, CBX

Director : Yoshiki Okamoto

$end

$info=neobombe,
$bio

Neo Bomberman (c) 05/1997 Hudson Soft.

Game ID : 0093


Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Bomberman (1987, Nintendo Famicom)

2. Bomberman (1991)

3. Bomberman World (1992)

4. Bomberman II (1992, Nintendo Famicom)

5. Bomberman '93 (1992, NEC PC-Engine)

6. Super Bomberman (1993, Nintendo Super Famicom)

7. Bomberman '94 (1994, NEC PC-Engine)

8. Super Bomberman 2 (1994, Nintendo Super Famicom)

9. Super Bomberman 3 (1995, Nintendo Super Famicom)

10. Super Bomberman 4 (1996, Nintendo Super Famicom)

11. Neo Bomberman (1997)

12. Super Bomberman 5 (1997, Nintendo Super Famicom)

$end

$info=neodrift,
$bio

Neo Drift Out - New Technology (c) 03/1996 Visco.

Game ID : 0213


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Drift Out (1991)

2. Drift Out '94 - The Hard Order (1994)

3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)

3. Neo Drift Out - New Technology (1996)


- STAFF -


Executive producer : Tetsuo Akiyama

Producer : Don Gabacho

Code : Y. Nakayama, N. Sawa, H. Saito, M. Honma, C. Ohmori

Gfx : T. Nakahata, M. Shimura, M. Hasegawa


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=neomrdo,
$bio

Neo Mr. Do! (c) 06/1997 Visco.

Game ID : 0207


Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Do! Run Run (1984)

5. Neo Mr. Do! (1996)

$end

$info=turfmast,
$bio

Neo Turf Masters (c) 01/1996 Nazca.

Game ID : 0200


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Big Tournament Golf".


This is the first Nazca game for the SNK Neo-Geo MVS hardware. Nazca was formed by Irem ex members. This is the reason that Neo Turf Masters keeps some graphic and gameplay aspects from Irem's "Major Title" series.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=neocup98,
$bio

NeoGeo Cup '98 - The Road to the Victory (c) 05/1998 SNK.

Game ID : 0244


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


NeoGeo Cup '98 is actually a hack of "Super Sidekicks 3" made by SNK themselves. His subtitle is a homage for "Fatal Fury 3 - Road to the Final Victory"


A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.


- TIPS AND TRICKS -


* View The Name List : At title screen hold A+B+C and press Start to begin.


- SERIES -


1. Super Sidekicks (1992)

2. Super Sidekicks 2 - The World Championship (1994)

3. Super Sidekicks 3 - The Next Glory (1995)

4. The Ultimate 11 - Snk Football Championship (1996)

5. NeoGeo Cup '98 - The Road to the Victory (1998)


- STAFF -


President : Eikichi Kawasaki

Director : H. Kawano

Planners : SNK R&D Center, Fighting Shooter

Chief programmer : Uzumasa SeVEN

Main programmers : EJ2OWRX, Yuritaro

Programmer : Toppo George

Sound : Ackey, Pearl Shibakichi

Designers : Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline

Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya

$end

$info=ntopstar,
$bio

Nerae! Top Star - Geinoukai Survival Mahjong (c) 03/1990 Nichibutsu.


Mahjong. Attack of the repetetive hyper Japanese girl face!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Aim High! Top Star - Show Business World Survival Mahjong'.

$end

$info=nratechu,
$bio

Neratte Chu (c) 1996 Seta.

$end

$info=netwars,
$bio

Net Wars (c) 1983 Orca.


- TRIVIA -


Licensed to Esco Trading.

$end

$info=nettoqc,
$bio

Nettoh Quiz Champion (c) 1995 Nakanihon.


- TRIVIA -


The title of this game translates from Japanese as 'Fierce Answering Quiz Champion'.

$end

$info=quiztou,
$bio

Nettou! Gekitou! Quiztou!! (c) 1993 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Hot Fighting! Fierce Fighting! Quiz Island!!'


This game runs on the Namco System NA-1 hardware.

$end

$info=atompunk,
$bio

New Atomic Punk - Global Quest (c) 1992 Irem.


After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomberman and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :)


- TRIVIA -


This game is known outside US as "Bomberman World".


This game runs on the Irem M-97 system hardware.


- SERIES -


1. Bomberman (1987, Nintendo Famicom)

2. Dynablaster (1991)

3. New Atomic Punk - Global Quest (1992)

4. Bomberman II (1992, Nintendo Famicom)

5. Bomberman '93 (1992, NEC PC-Engine)

6. Super Bomberman (1993, Nintendo Super Famicom)

7. Bomberman '94 (1994, NEC PC-Engine)

8. Super Bomberman 2 (1994, Nintendo Super Famicom)

9. Super Bomberman 3 (1995, Nintendo Super Famicom)

10. Super Bomberman 4 (1996, Nintendo Super Famicom)

11. Neo Bomberman (1997)

12. Super Bomberman 5 (1997, Nintendo Super Famicom)


- STAFF -


Sound composer : Miyako Omori

$end

$info=newfant,
$bio

New Fantasia (c) 1995 Comad & New Japan System.


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.


- SERIES -


1. Fantasia (1994)

2. New Fantasia (1995)

3. Fantasia II (1997)

$end

$info=newpuckx,
$bio

New Puck X (c) 1980 Deluxe.


- TRIVIA -


This game is a Hack of "Puckman".


- UPDATES -


This hack changes the maze and has more exits along the sides.

$end

$info=nrallyx,
$bio

New Rally X (c) 02/1981 Namco.


In New Rally-X you drive a car around a maze picking up flags. This is sort of like "Pac-Man", but it differs in the fact that the maze is huge, and there are only a few flags. Your opponents consist of other cars that try to ram into you (beware, as they are slightly faster than you are).


- TRIVIA -


This game runs on the "Pac-Man" hardware.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Up(x2), Down(x7), Right, Left(x6).

3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen.


- SERIES -


1. Rally X (1980)

2. New Rally X (1981)


- STAFF -


Music by : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Sony PlayStation (1995, "Namco Museum Vol.1")


* Computers :

PC [Windows, CD-Rom] (1997, Namco History Vol.2")


* Others :

Arcade (1996, "Namco Classics Collection Vol.2")

$end

$info=newsin7,
$bio

New Sinbad 7 (c) 1983 ATW.


- TRIVIA -


This game runs on the "Scramble" hardware.

$end

$info=nyny,nynyg,
$bio

New York New York (c) 12/1980 Sigma Enterprises.


- TRIVIA -


Licensed to Gottlieb for US manufacture and distribution (01/1981).

This game is known in Japan as "Waga Seishun no Arcadia".


- UPDATES -


Differences between 'NY, NY' and 'Arcadia' :

* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.

* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings. Also, the words 'New York' have been replaced by 'Arcadia' in the demo.

* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.

* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie. There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).

* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.

* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.

$end

$info=tnzs,tnzsb,tnzs2,
$bio

The New Zealand Story (c) 1988 Taito.


'Tiki' began a journey to rescue 'Yu Yu' and other friends who were snatched away by a leopard seal in the north island.


- TRIVIA -


The hero of this game, Tiki the kiwi, also appears in other Taito games like "Liquid Kids" and "Bubble Symphony" as a guest star.


Zoological note : A Kiwi in reality is a brown, non-flying bird, about the size of a chicken, that looks like it's got hair instead of feathers, and doesn't look much like the one in this game. It's also very rare, lives only in New Zealand and is a protected species.


- TIPS AND TRICKS -


* Teddy Bear Cheat : In the demo mode during the attract mode, press fire 3 times and a cute picture of a bear will appear in the left bottom of the screen.


- STAFF -


Main staff : Kazutomo Ishida, Hisaya Yabusaki, Akira Ootsuki, Makoto Fujita, Koichi Ooyama

Sound effects : Hisayoshi Ogura, Yasuko Yamada, Yasuhisa Watanabe

One-time staff : Mitsukou Kimura, Naoko Toshimitsu


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sega Mega Drive (1990)

Nintendo Famicom (1991)

Sega Master System

FM Towns Marty


* Computers :

Sharp X68000 (1988)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Amstrad CPC (1989)

Commodore Amiga

$end

$info=nzerotea,
$bio

New Zero Team (c) 1993 Seibu Kaihatsu.


- SERIES -


1. Zero Team (1993)

2. New Zero Team (1993)

$end

$info=pacheart,
$bio

Newpuc1 (c) 1981 Unibox.


- TRIVIA -


This game is a French hack of "Pac-man".

$end

$info=newpuc2,newpuc2b,
$bio

Newpuc2 (c) 1980 Kamiya.


- TRIVIA -


This game is a hack of "Puckman".


- UPDATES -


Newpuc2 has :

* Intermissions from the original "Puckman" between each maze

* A 'slot machine' every 3 mazes which determines which type of maze (invisible/visible) will come up next.

* The dots are worth 20 points, energizers 80.

* The bonus fruit start at 1000 points for the cherry and work their way up to 5000 from there.

* The monsters are worth 200, 400, 800 and 8000 points when eaten in succession.

* There are two maze variants : The first is a visible blue maze with five exits on each side and a modified maze layout from the original "Puckman". The second maze is invisible except for the borders and the dots, but has a slightly different layout than the visible maze and has only three exits on each side.

* When an energizer is eaten, the ghosts turn into different looking monsters.

* Instead of 'GAME OVER', it says 'MADE BY KAMIYA'.

$end

$info=news,
$bio

News (c) 1993 Poby / Virus.


- STAFF -


Programmed by : Kwang-Ho Cho

$end

$info=tnexspce,
$bio

The Next Space (c) 1989 SNK.

Game ID : A8003 'NS'


- STAFF -


Boss : Eikichi Kawasaki

Producer : Shochan

Main programmer : Shochan

Sub programmer : Data Tada

Advisers : Bucho, Tama, Koyan, Konny

Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan

Sound : Kidon

Hardware : Ebara

Character designers : Shochan, Tsukamichi

$end

$info=blitz,
$bio

NFL Blitz (c) 1997 Midway Games.


- TRIVIA -


This game runs on the Midway Seattle hardware.


- TIPS AND TRICKS -


* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...

Show More Field - 0-2-1-Right

Big Head - 2-0-0-Right

Team Big Heads - 2-0-3-Right

Team Big Players - 1-4-1-Right

Team Tiny Players - 3-1-0-Right

Big Football - 0-5-0-Right

Hide Receiver Name - 1-0-2-Right

Fog On - 0-3-0-Down

No CPU Assistance - 0-1-2-Down

No Random Fumbles - 4-2-3-Down

Smart CPU Opponent - 3-1-4-Down

Show Field Goal % - 0-0-1-Down

Tournament Mode - 1-1-1-Down

Thick Fog On - 0-4-1-Down

Power Up Offense - 3-1-2-Up

Power Up Defense - 4-2-1-Up

Power Up Teammates - 2-3-3-Up

Super Blitzing - 0-4-5-Up

Infinite Turbo - 5-1-4-Up

No Punting - 1-5-1-Up

No Interceptions - 3-4-4-Up

No First Downs - 2-1-0-Up

Huge Head - 0-4-0-Up

No Play Selection - 1-1-5-Left

Fast Passes - 2-5-0-Left

Fast Turbo Running - 0-3-2-Left

Power Up Speed - 4-0-4-Left

Power Up Blockers - 3-1-2-Left

Allow Stepping OB - 2-1-1-Left

Super Field Goals - 1-2-3-Left

Ground Fog - 2-3-2-Down

Invisible Quarterbacks - 3-4-2-Left


* Secret Characters : Enter the name and PIN nunber as stated to recieve the corresponding character.

You should hear the announcer say, 'Lights out Baby!' if you did it right.

Mark Turmell - Turmell / 0322

Sal Divita - SAL / 0201

Jason Skiles - JASON / 3141

Jennifer Hedrick - JENIFR / 3333

Dan Thompson - DANIEL / 0604

Jeff Johnson - JAPPLE / 6660

John Root - ROOT / 6000

Luis Mangubat - LUIS / 3333

Mike Lynch - MIKE / 3333

Jim Gentile - GENTIL / 1111

Dan Forden - FORDEN / 1111

??? - VAN / 1234

Headless Guy - CARLTN / 1111

Skull - SKULL / 1111

Brain - BRAIN / 1111

Demon (Shinok from Mortal Kombat) - SHINOK / 8337

Raiden (from Mortal Kombat) - RAIDEN / 3691


* Extra Blocker On Defense : Hike the ball with all three buttons.


* Onside Kick : After scoring, hold all three buttons.


* Secret Plays : While selecting your plays, press Up(x4) and your cursor will disappear.


- SERIES -


1. NFL Blitz (1997)

2. NFL Blitz '99 (1998)

3. NFL Blitz 2000 (1999)

4. NFL Blitz 2001 (2000, Nintendo 64)

5. NFL Blitz 2002 (2002, Nintendo Game Cube)

6. NFL Blitz 2003 (2002, Nintendo Game Cube)

7. NFL Blitz Pro (2003, Nintendo Game Cube)


- STAFF -


Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli


- PORTS -


* Consoles :

Nintendo 64 (1998)

Sony Playstation (1998)

Nintendo Game Boy Color (1998)


* Computers :

PC [Windows] (1998)

$end

$info=blitz99,
$bio

NFL Blitz '99 (c) 1998 Midway Games.


- TRIVIA -


This game runs on the Midway Seattle hardware.


- TIPS AND TRICKS -


* Secret Characters :

John Carlton - CARLTN / 1111

Dan Thompson - DANIEL / 0604

Dan Forden - FORDEN / 1111

Jim Gentile - GENTIL / 1111

Brian LeBaron - GRINCH / 0222

Jeff Johnson - JAPPLE / 6660

Jason Skiles - JASON / 3141

Jennifer Hedrick - JENIFR / 3333

Luis Mangubat - LUIS / 3333

Mike Lynch - MIKE / 3333

Paulo Garcia - PAULO / 0517

John Root - ROOT / 6000

Sal Divita - SAL / 0201

Mark Turmell - TURMEL / 0322

Raiden - RAIDEN / 3691

Shinnok - SHINOK / 8337

Brain - BRAIN / 1111

Skull - SKULL / 1111

Thug - THUG / 1111


* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...

Show Field Goal - 0-0-1-Down

Show More Field - 0-2-1-Right

No CPU Assistance - 0-1-2-Down

No Interceptions - 3-4-4-Up

Smart CPU Opponent - 3-1-4-Down

Fog ON - 0-3-0-Down

Thick Fog ON - 0-4-1-Down

Fast Turbo Running - 0-3-2-Left

Huge Head - 0-4-0-Up

Big Head - 2-0-0-Right

Super Blitzing - 0-4-5-Up

Big Football - 0-5-0-Right

Hide Receiver Name - 1-0-2-Right

Tournament Mode - 1-1-1-Down

No Play Selection - 1-1-5-Left

Super Field Goals - 1-2-3-Left

Team Big Players - 1-4-1-Right

Team Big Heads - 2-0-3-Right

Team Tiny Players - 3-1-0-Right

No Punting - 1-5-1-Up

No First Downs - 2-1-0-Up

Allow Stepping OB - 2-1-1-Left

Always QB - 2-2-2-Left

Always Human Receiver - 2-2-2-Right

Cancel always QB/Receiver - 3-3-3-Up

Powerup Teamates - 2-3-3-Up

Powerup Blockers - 3-1-2-Left

Powerup Speed - 4-0-4-Left

Powerup Defense - 4-2-1-Up

Fast Passes - 2-5-0-Left

Open Secret Plays - 3-3-3-Down

Super Passing - 4-2-3-Right

No Random Fumbles - 4-2-3-Down

Infinite Turbo - 5-1-4-Up

Extra Options - 3-3-3-Left


- SERIES -


1. NFL Blitz (1997)

2. NFL Blitz '99 (1998)

3. NFL Blitz 2000 (1999)

4. NFL Blitz 2001 (2000, Nintendo 64)

5. NFL Blitz 2002 (2002, Nintendo Game Cube)

6. NFL Blitz 2003 (2002, Nintendo Game Cube)

7. NFL Blitz Pro (2003, Nintendo Game Cube)


- STAFF -


Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli


- PORTS -


* Consoles :

Nintendo Game Boy Color (1999)

$end

$info=blitz2k,
$bio

NFL Blitz 2000 (c) 1999 Midway Games.


- TRIVIA -


This game runs on the Midway Seattle hardware.


The name of the beautifull cheerleaders are Marci, Brooke, Paige, Kathleen, Gretchen and Jennifer.


- SERIES -


1. NFL Blitz (1997)

2. NFL Blitz '99 (1998)

3. NFL Blitz 2000 (1999)

4. NFL Blitz 2001 (2000, Nintendo 64)

5. NFL Blitz 2002 (2002, Nintendo Game Cube)

6. NFL Blitz 2003 (2002, Nintendo Game Cube)

7. NFL Blitz Pro (2003, Nintendo Game Cube)


- STAFF -


Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli


- PORTS -


* Consoles :

Nintendo 64 (1999)

Sega Dreamcast (1999)

Sony PlayStation (1999)

$end

$info=hardyard,hardyd10,
$bio

NFL Hard Yardage (c) 10/1993 Strata / Incredible Technologies.


Four player football game featuring great digitized graphics and awesome TV-like exciters.


- TRIVIA -


This game is an official licensed product of the NFL (National Football League). It features the voice of the chicago bears Wayne Larrivee.


- UPDATES -


Revision 1 :

* Software version : 1.00.


Revision 2 :

* Software version. 1.20.

$end

$info=nibbler,nibblera,nibblerb,nibblero,
$bio

Nibbler (c) 12/1982 Rock-ola.


- TRIVIA -


This is the first game to support a billion point score.


- STAFF -


Designed and programmed by : Lonnie Ropp


- PORTS -


* Computers :

Amstrad CPC (1984)

Apple II

$end

$info=nitedrvr,
$bio

Night Driver (c) 10/1976 Atari.

Game ID : 006321


- TRIVIA -


This game was first released by a small company named Micronetics and later picked up by Atari. Night Driver was the first 'first-person' driving game (only Atari's second sitdown, 'Hi-Way' was the first). 2100 units were produced.


A Night Driver unit appears in the 1978 movie 'Dawn of the Dead'.


- STAFF -


Designed and programmed by : Ted Michon, Dave Shepperd


- PORTS -


* Consoles :

Atari 2600 (1978)


* Computers :

Apple II

$end

$info=nightlov,
$bio

Night Love (c) 1986 Central Denshi.

$end

$info=nslasher,
$bio

Night Slashers (c) 1994 Data East.

Game ID : MBH

$end

$info=nstocker,
$bio

Night Stocker (c) 09/1986 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


This is the first game to combine the shooting with the driving.


- STAFF -


Game designer : Dennis Koble

Art direction : Roger Hector

Sound : Jesse Osborne

Art : Gary Johnson

Machine gun : Howard Delman, Henry Siska

Technical support : Dave Ross, Bob Smith, Rich Adam, Owen Rubin

$end

$info=nightstr,
$bio

Night Striker (c) 10/1989 Taito.

Game ID : B91


- TRIVIA -


This game runs on the Taito Z System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Producer : Tohru Sugawara

Director : Kenshi Kaito

Software : Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi

Character designers : Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito

Hardware : Toshiyuki Sanada

Electric : Tomio Takeda

Mechanic : Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki

Designers : Shinobu Sekiguchi, Akio Nomura

Sound and music composed by (Zuntata) : Masahiko Takaki

Executive producer : Keisuke Hasegawa


- PORTS -


* Consoles :

Sega Mega CD (1993)

Sony PlayStation (1995)

Sega Saturn (1996, "Night Striker S")

$end

$info=nwarr,nwarrh,nwarrb,
$bio

Night Warriors - Darkstalkers' Revenge (c) 04/1995 Capcom.

Game ID : CP-S II No. 09


The second game in the Darkstalkers series includes fourteen horrific fighters.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan as "Vampire Hunter - Darkstalkers' Revenge".


This game runs on the Capcom Play System II hardware (CPS II).


- TIPS AND TRICKS -


* Alternate Costume Colors : Highlight a fighter at the character selection screen.

1) Press Roundhouse to select the costume color from Darkstalkers.

2) Press Start to select the secondary costume color from Darkstalkers.

3) Press Jab+Forward to select the dark costume version.


* Secret End Tune : Beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start.


- SERIES -


1. Darkstalkers - The Night Warriors (1994)

2. Night Warriors - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- STAFF -


Game designers : Ohn, Nohah

Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino

Music composers : Takayuki Iwai (Anachey Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon-

Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta

Scroll designers : Kyo, Tamachan, Motokazz.S, Aya

Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama

Producer : Kihaji Okamoto


* Voice Actors :

Demitri, Donovan, Pyron : Nobuyuki Hiyama

Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru

Hsien-Ko : Michiko Neya

Huitzil : Jyurouta Kosugi

Cecil : Kyoko Hikami


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=nitd,
$bio

Nightmare in the Dark (c) 01/2000 Eleven / Gavaking.

Game ID : 0260


A peaceful (yet creepy looking!) gravekeeper embarks on a night-shift battle against zombies & other night dwellers in order to put an end to the grave robbing mystery before the local villagers panic! Features very nice graphics with cool backgrounds, great soundtrack & pretty fun gameplay in the same style as "Snow Bros.", "Tumble Pop" & "Zupapa". The deceased must rest in peace, so be sure to remind them of this fact! :)

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Alternate Costumes : At the beginning of the game (work at the continue screen too), hold the folowing buttons and press Start to choose an alternate costume : A = Blue, B = Red, C = Green, D = Yellow, AB = Grey, CD = Purple, AC = Orange, BD = Black.


- STAFF -


Programmer : Hisanori Takeuchi (AM FACTORY)

Graphic designers : Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN)

Sound composer : Kim

Data convert : Tatsuya Watanabe (PAON)

Director : Akihiko Uto

$end

$info=ninja,
$bio

Ninja (c) 1985 Sega.


- TRIVIA -


This game is known in Japan as "Ninja Princess" and is also known as "Sega Ninja".


This game runs on the Sega System 1 hardware.


- STAFF -


From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)


- PORTS -


* Consoles :

Sega Master System ("The Ninja")

$end

$info=nbbatman,
$bio

Ninja Baseball BatMan (c) 09/1993 Irem.


A team of four baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power!


- TRIVIA -


This game is known in Japan as "Yakyuu Kakutou League-Man".


This game runs on the Irem M-92 system hardware.


An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game.


- STAFF -


Planner : Chinta

Graphic designers : Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama

Programmers : Andrew Whiskey, Mc.Hama Amuse_Light, Hiro

Sound effects : Aiai

Sound programmers : Hayashi Sho, Jitta

$end

$info=ninclown,
$bio

Ninja Clowns (c) 08/1991 Strata / Incredible Technologies.


Circus clowns take to the streets and beat up lots of lawyers, maintenance workers and other assorted professionals!


- STAFF -


Writers : Richard Ditton, Leif Marwede, Jeff Sargent

Pencils and ink : Stan Fukuoka, Denise Wallner

Cover art : Nasus Adabovs

Sound and music : Kyle Johnson

Editors : Elaine Ditton, Mike Hanson

Printing : Jeff Gonion, Terry Little, Tony Sherman, Steve Jaskowiak

Original story by Kyle Johnson and Jim Zielinski.

Proofing : Bob Fuentes, Jim Zielinski

$end

$info=ncombat,ncombata,
$bio

Ninja Combat (c) 07/1990 Alpha Denshi.

Game ID : 0009


The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer & director : Tsutomu Maruyama

Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa

Character designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama

Scroll designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi

Music composers & Sound effects : Hideki Yamamoto, Hiroaki Shimizu


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=ncommand,
$bio

Ninja Commando (c) 04/1992 Alpha Denshi.

Game ID : 0050


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Produced and directed by : Tsutomu Maruyana

Executive producer : Kazuo Arai

Director of soft wear : Eiji Fukatsu

System programmers : Makio Chiba, Satoshi Okada (Snk)

Programmers : Ryu Hiroyuki, Yuji Noguchi

Character designers : Tsutomu Maruyana, Sinji Moriyama, Takasi Hatono, Hidemi Nagatomo, Hideyuki Kusano

Music composed by : Yuka Watanabe


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=ninjemak,
$bio

Ninja Emaki (c) 09/1986 Nichibutsu.


- TRIVIA -


This game is known in Japan as "Youma Ninpou Chou".

$end

$info=gaiden,
$bio

Ninja Gaiden (c) 1988 Tecmo.

Game ID : 6215


Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.


- TRIVIA -


The title of this game translates from Japanese as 'Ninja Side Story'.


This game is known in Japan as "Ninja Ryukenden" and outside US as "Shadow Warriors".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.


- SERIES -


1. Ninja Gaiden (1988)

2. Ninja Gaiden (1989, Nintendo Famicom)

3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom) 

4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom) 

5. Ninja Gaiden (2004, Microsoft Xbox) 


- PORTS -


* Consoles :

Atari Lynx (1990)

$end

$info=ninjak,ninjakj,
$bio

The Ninja Kids (c) 04/1991 Taito.

Game ID : C85


Four ninjas with different abilities attempt to save the town from the RESURRECTION OF THE SATAN! Not just any Satan, mind you, but THE Satan.


- TRIVIA -


This game runs on the Taito F2 hardware.


- STAFF -


Game director : Takeshi Ishizashi

Game designer : Keppel Maekawa

Programmers : Takeshi Ishizashi, Fzr.Mom

Hardware designers : Eikichi Takahashi, S. Watanabe

Character designers : Pokeel Yamada, Jsunji Matsumoto

Sound composers : FUMMY, Hiroshige Tonomura (TONO), Norihiro Furukawa (WIZ. MASTER), Underground Sound Guerrilla Team PINCH-PUNCH (PINCH PUNCH)

Designer : Rintard Doi

$end

$info=ninjamas,
$bio

Ninja Master's - Haoh Ninpou-chou (c) 05/1996 SNK / ADK.

Game ID : 0217


Criminally overlooked and combo-friendly medieval Japanese fighter with great animation. Ten selectable characters and two end bosses.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Supreme Ninja Arts Scroll'.


This game runs on the SNK Neo-Geo MVS hardware.


The main design, as well as some of the special moves of the character 'Karasu' seem to be quite inspired by the main character of the 1994 movie hit 'The Crow' which was in turn, based on the graphical novel of the same name by James O. Barr. (Even the name "Karasu" stands as the japanese word for "crow"!) :)


The character 'Nobunaga' is based on the real japanese warrior 'Nobunaga Oda' who, during Japan's medieval period, overthrew the Ashikaga shogunate and ended a long period of internal strife by uniting half of Japan's provinces under his rule. In doing so he paved the way for the reunification of the country under the Tokugawa shogunate in the following century. His merciless use of power as well as his skill as a military strategist made him one of the most powerful & feared leaders in Japan. The image of him in the game as a warrior who wields the demons power may have been some sort of a criticism to his eager embrace of Western culture, religion & technology.


The character 'Goemon' is based on Ishikawa Goemon, the most famous thief in Japan on the Edo era (about 400 years ago) known to steal large sums of money from bad people and give the money to the poor. In other words, he was Japan's very own version of Robin Hood!


The character 'Sasuke' seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period. Another source of inspiration may have been 'Ninja Kamui' an old anime series whose main character Kamui was an incredibly skilled ninja who wanted to abandon his ways as a killer thus becoming a 'nukenin' (runaway ninja) and marked for death by his own clan that vows to pursue and eliminate him.


- TIPS AND TRICKS -


* Play As Ranmaru And Nobunaga (Player 1) : Highlight Kamui and press Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up and hit C+D.


* Play As Ranmaru And Nobunaga (Player 2) : Highlight Sasuke and press Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up and hit C+D.


* Time Attack Mode : At the character select screen, highlight Kamui and press Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D. Now choose your character.


* Succesfully complete the game with a single credit within 8:30:00 minutes and the game shows you how to execute your character's 'finisher' move!


- STAFF -


Producer & Planner : Hiroyuki Toda

Chief planner : Kazuhiro Shibata

Planners : Visitor Y. Oni, M-Honda

System programmers : Eiji Fukatsu, Makio Chiba

Sound programmer : Makio Chiba

Desgin tool programmer : Ryu Hiroyuki

Total adviser : K. Sakanishi

Chief programmer -main- program : Teruaki Shirasawa

Chief sprite designer : K. Hakamata

Sprite designers : Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, H. Ozono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu.T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H. Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki

Scroll designers : Sinji Moriyama, Masako Sato, Kaori Kumagai, Kazunori Uchiumi

Demo designers : M. Mitsuya, Sinku

Sound : Hiroaki Kujirai, Y. Watanabe, Hiroaki Shimizu, Takeshi Muramatu

Sound effects : Kujirai Type-02


* Character Voices :

Sasuke : Kabao Kikkawa

Tenho : Shinobu Sekimoto

Kamui, Raiga, Unzen : Masahiko Yano

Natsume, Narration : Mayumi Minoda

Kasumi : Masami Katou

Goemon : T. Mukaiyama

Houoh : Yoshikatsu Fujio

Karasu : Kouichi Koba

Ranmaru : Yasue Ishii

Nobunaga : Masao Harada


Market Research : Yukio Gotou

Public Information : Taguchi-1, Satsuki Ito, Sugi Yamaki Yotaka, Kayo Yamagata

Quality Control : Showgatsu Nagata, Masao Tachikawa, Kiyotaka, Takagi, Uma

Executive Producer : Kazuo Arai

BGM : Back Of My Mind, H. Kujirai


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=nprinces,nprincsu,nprincso,nprincsb,
$bio

Ninja Princess (c) 1985 Sega.

Game ID : 834-5677


- TRIVIA -


This game is known outside Japan as "Sega Ninja" and also known as "Ninja".


This game runs on the Sega System 1 hardware.


- STAFF -


From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)


- PORTS -


* Consoles :

Sega SG-1000 (1986)

Sega Saturn (1997, "Sega Memorial Selection Vol.2")


* Computers :

MSX (1986)


* Others :

Mobile phones (2003)

$end

$info=ryukendn,
$bio

Ninja Ryukenden (c) 1989 Tecmo.

Game ID : 6215


Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.


- TRIVIA -


The title of this game translates from Japanese as 'Story of Ninja Dragon Sword'.


This game is known outside Japan as "Shadow Warriors" and in US as "Ninja Gaiden".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.


- SERIES -


1. Ninja Ryukenden (1989)

2. Ninja Ryukenden (1988, Nintendo Famicom)

3. Ninja Ryukenden II - Ankoku no Jashin Ken (1990, Nintendo Famicom) 

4. Ninja Ryukenden III - Yomi no Hakobune (1991, Nintendo Famicom) 

5. Ninja Gaiden (2004, Microsoft Xbox)

$end

$info=nspirit,
$bio

Ninja Spirit (c) 08/1988 Irem.


- TRIVIA -


This game is known in Japan as "Saigo no Nindou".


This game runs on the Irem M-72 system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989.


- PORTS -


* Consoles :

NEC PC Engine (1990)


* Computers :

Atari ST (1988)

Commodore C64 (1990)

Amstrad CPC (1990)

$end

$info=ninjaw,ninjawj,
$bio

The Ninja Warriors (c) 02/1988 Taito.

Game ID : B31


Two ninjas fight an entire army to destroy an evil dictator in this horizontal action game, which features physical damage on our heroes


- TRIVIA -


The strange resolution of this game was due to the original cabinet which had a wide screen made out of three monitors.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- SERIES -


1. The Ninja Warriors

2. The Ninja Warriors Again (Nintendo Super Famicom)


- STAFF -


Produced by : Yojiro Suekado

Directed by : Masaki Ogata

Written by : Onijust

Executive producer : Hisao Yunoki

Director of software : Daisuke Sasaki

Programmers : Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki

Production designer : Yukiwo Ishikawa

Character designers : Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kohzoh Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa

Assistant character designers : Visual Arts Produtcion, Animation 20, Space Creative

Supervising editor : Tetsuro Kitagawa

Editors : Masami Kikuchi, Yukiwo Ishikawa

Costume designer : Hiroshi Wagatsuma

Hardware designer : Toshiyuki Sanada

Assistant hardware engineer : Satoru Shimomura

Music composed and directed by (Zuntata) : Hisayoshi Ogura

Assistant sound programmer (Zuntata) : Naoto Yagista

Sound editor (Zuntata) : Yasuhisa Watanabe

Sound hardware designer : Tsukasa Nakamura

Publicity supervisor : Hisayoshi Nakane

Game designed by : Onijust


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sega Mega CD


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

$end

$info=ninjakd2,ninjak2a,ninjak2b,
$bio

Ninja-Kid II (c) 07/1987 UPL.


- TRIVIA -


This game is known in US as "Rad Action".


- SERIES -


1. Ninjakun Majou no Bouken (1984)

2. Vs. Ninja Jajamaru-kun (1985)

3. Ninja-Kid II (1987)


- STAFF -


Game designer : Tsutomu Fuzisawa

Program designer : Satoru Kinjo

Character designers : Tsutomu Fuzisawa, Akemi Tsunoda

Sound composer : Tsutomu Fuzisawa

BGM creator : Mecano Associate

Data maker : Takashi Hayashi


- PORTS -


* Consoles :

Nintendo Famicom (1988, "Ninja Kun - Ashura no Shou")

$end

$info=ninjakun,
$bio

Ninjakun Majou no Bouken (c) 1984 UPL.

Game ID : UPL-84003


- TRIVIA -


The title of this game translates from Japanese as 'Ninja-kun Adventure at Demon Castle'.


Licensed to Taito.


- SERIES -


1. Ninjakun Majou no Bouken (1984)

2. Vs. Ninja Jajamaru-kun (1985)

3. Ninja-Kid II (1987)


- STAFF -


Ryuichi Nisizawa (BUCHA), Todo, Fukushi, Tsutomu Fuzisawa, Tateno

$end

$info=pc_1942,
$bio

1942 (c) 07/1987 Capcom.

Game ID : NF

$end

$info=pc_bfght,
$bio

Balloon Fight (c) 1984 Nintendo.

Game ID : BF


In Balloon Fight, you control a person who flies around with two balloons on his back. You have to defeat men in bird costumes, who have one balloon on their backs. When the balloon is popped, the enemy will float down on a parachute, and go on the ground. Either harm it before it blows up another balloon while on the ground or on the parachute to knock it out. If you don't knock out the enemy, it will go to the next color and be stronger. If you lose one balloon, you're still in the game although you rise slower, but if you lose both, you'll lose a life. You can lose a life by falling in the water, getting hit by lightning, getting hit by an enemy, or getting eaten by a fish.


- TRIVIA -


Ballon Fight is based off of the game "Joust".


- SERIES -


1. Balloon Fight (1984)

2. Balloon Kid (1990, Nintendo Game Boy)

3. Balloon Fight GB (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Hirokazu Tanaka

$end

$info=pc_bball,
$bio

Baseball (c) 1984 Nintendo.

Game ID : BA

$end

$info=pc_bstar,
$bio

Baseball Stars - Be a champ! (c) 1989 SNK.

Game ID : B9


- TRIVIA -


Licensed to Nintendo for distribution.


Baseball Stars became a major hit in many countries world-wide. It was one of the first sports games to have data memory, therefore players could pick a team and make a season, while being able to save season statistics. Baseball Stars was also the first sports game to bring the 'Create a player' feature. Gamers could, for the first time, create players and name them after themselves, family and friends, in addition to naming their own teams. Although the game did not use any names of real life baseball players, one of the computerized teams, the 'American Dreams', included players with nicknames such as Pete (Pete Rose), Hank (Hank Aaron) and Ruth (Babe Ruth).


- TIPS AND TRICKS -


* Balanced Team : Select 'Make Team' from the menu and press Down, Right, Left, Down, Down, Right, Up.

Select 'Balanced Team' and press A.

A message will pop up saying 'WHEN ISN'T IT?'.

Edit that message to say 'WHEN IT IS'.


* Woman's Team : Choose 'Make Team' from the main menu and press Down, Right, Left, Down, Down, Right, Up, Up, Down, Up, Down, Up.

Select 'Veterans' using the A button and the message ''WHAT IS A WREN?'' will pop up.

Edit that message to read 'A BIRD'.

Another message will pop up reading 'WHEN ISN'T IT?'.

Edit it to read 'WHEN IT IS'.


- SERIES -


1. Baseball Stars - Be a champ! (1989)

2. Baseball Stars Professional (1990)

3. Baseball Stars 2 (1992)

$end

$info=pc_cshwk,
$bio

Captain Sky Hawk (c) 1989 Milton Bradley.

Game ID : YW


The game player is the pilot of the plane and must both avoid the mountainous terrain while shooting aliens. There are nine missions in the game. Missions one through seven each have three objectives while missions eight and nine have two objectives and one objective, respectively. The objectives vary across missions and include destroying an enemy base, dropping supplies, picking up a scientist, and docking with a space station. The player can fire four types of weapons : Cannon, Phoenix Air Intercept Missiles, Maverick air-to-ground missiles, and Hawk bombs. The cannon is the only weapon with an unlimited supply. The rest of the weapons must be purchased between missions after docking with the space station.


- TRIVIA -


Developed by Rare. The game featured a top-down scrolling overhead isometric projection with very detailed graphics for its time including simulated 3D terrain.


- TIPS AND TRICKS -


* Extra Lives And All Weapons : To start with 9 lives and all the weapons, press Start and wait for the title screen to re-appear then press A+Down and press Start.


* Invincibility Code : When the letters on the screen (in the very beginning of the game) begin to fall off, press Up, Right, Down, Left, Up, Start.


* Level Skip : During the game, on the 2nd Controller, press Up, A, B to go to the next stage.

$end

$info=pc_cvnia,
$bio

Castlevania (c) 1987 Konami.

Game ID : CV


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Hint, Location of money bags and treasure :  


Level 1 : In the section with the water, break the far right block and kneel on the one below it. A money bag will appear.  

When you first enter the game, walk left until you reach the door. Normally the door pulls you in. If you jump the door a money bag will appear on the other side. Remember to jump over the door again.  


Level 2 : On the first screen, climb the stairs, break the wall on the right, and enter the space that is created. A crown will appear.  


Level 2 : (Second part, just after the Medusa heads disappear) Stand on the pair of blocks that are slightly above the rest for a few seconds without kneeling.  

A treasure chest will appear.  


Level 3 : (First part)

After climbing the stairs, go to the right edge of the lowest level of blocks and kneel. A money bag will appear.


Level 3 : (Second part)

After climbing the stairs, kneel above the pair of blocks that are not reachable for a money bag.


* Hint, Passing the bats on level 6 : To get past the bats, walk past the first two, freeze the third with the clock in the nearby candle, jump over the fourth, and run quickly past the last candle. Note: This only works if you do not stop to whip any candles other than the one with the clock in it. Simple run as fast as possible.


- SERIES -


1. Castlevania (Nintendo Famicom)

2. Castlevania 2 - Simon's Quest (Nintendo Famicom)

3. Castlevania 3 - Dracula's Curse (Nintendo Famicom)

4. Super Castlevania IV (Nintendo Super Famicom)

5. Castlevania - Bloodlines (Sega Mega Drive)

6. Castlevania - Dracula X (Nintendo Super Famicom)

7. Castlevania - Vampire's Kiss (Nintendo Super Famicom)

8. Castlevania - Circle of the Moon (Nintendo Game Boy Advance)

9. Castlevania - Harmony of Dissonance (Nintendo Game Boy Advance)

10. Castlevania - Aria of Sorrow (Nintendo Game Boy Advance)


- STAFF -


Music by : Kinuyo Yamashita


- PORTS -


* Computers :

Commodore C64 (1990)

$end

$info=pc_cntra,
$bio

Contra (c) 1988 Konami.

Game ID : CT


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Classic Konami Code (30 Lives) : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, before the demonstration begins at the title screen. Then, press Start to begin the game in single player mode or Select + Start to begin in two player mode.


* 3 extra lives :Press Up(x2), Down(x2), Left, Right, Left, Right, B, A at the title screen. Then, press Start to begin the game in single player mode or Select+Start to begin in two player mode.

  

* Unlimited lives : Press Up, Down, Up, Down, Left, Right, Left, Right, A, B, A, B, Select, Start when 'Jungle' appears on the demonstration screen.

  

* Transfer lives : Begin game play in two player mode. Press A+B when losing a life to use a life from the other player.

  

* All weapons : Press Down(x2), Up(x2), Right, Left, Right, Left, A+B before the demonstration begins at the title screen.

  

* Level select : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start(x2) at the main menu. 

  

* Expert mode : Successfully complete the game and start another game. The new game will feature the same amount of lives at the end of the last game and more difficult opponents.


* Level Password :

2 - 1227  

3 - 0501  

4 - 0948  

5 - 2168  

6 - 0666  

7 - 1192


* Secret Ending : During the ending, before the closing credits starts rolling, press and hold Select+Start and keep on holding until the credits are over. If done correctly, you will receive a message from Red Falcon, vowing his revenge.


- SERIES -


1. Contra (1987)

2. Super Contra (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- STAFF -


Programmers : S. Umezaki, S. Kishiwada, K. Yamashita, T. Danjyo, M. Ogawa

Graphic designers : T. Ueyama, S. Muraki, M. Fujiwara, T. Nishikawa, C. Ozawa

Sound creators : H. Maezawa, K. Sada

Directed by : Umechan, S. Kitamoto

$end

$info=pc_ddrgn,
$bio

Double Dragon (c) 1988 Technos.

Game ID : WD


The Nintendo NES port of the original "Double Dragon"!


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Hint, More experience : Begin game play and reach mission 2. Get the baseball bat from the opponent that is on top of the fence. Next, jump off the fence and let the two thugs come after your character. Get the top thug to come to the end of the red pipes at the top of the screen. Once he is at that location, run up the fence and move all the way to the end of it. Then, turn around, jump back off the fence, and go to the end of the pipes. Although no opponents will be in sight, start swinging  

your bat at the end of the pipes for more experience and faster move learning. 


* Additional moves : Accumulate 1000 experience points, as noted in the counter the bottom left corner. One additional heart and a new move (in the following order) will be awarded...

1) Uppercut

2) Jump kick

3) Hair pull

4) Pin attack

5) Elbow punch

6) Spin kick


* Hint, Defeating Chin easily : The level two Boss, Chin, can be defeated by quickly climbing down the ladders after he appears. Keep climbing downward until the end of level music is played.


- STAFF -


Music by : Kazunaka Yamane

$end

$info=pc_dbldr,
$bio

Double Dribble (c) 1987 Konami.

Game ID : DW


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Hint, Three point percentage : Player one can shoot three point shots at a higher percentage if the shot is taken from behind the line in the lower right part of the screen.


* Break the backboard : Select Chicago as your team and begin game play. Get possession of the ball, get to the foul line and press Start to pause game play. Press A, B, A, B, Start(x2). Then, execute a fast dunk or quick shot.

$end

$info=pc_drmro,
$bio

Dr. Mario (c) 10/1990 Nintendo.

Game ID : VU


The object of the game is to help Dr. Mario destroy the most sickening bunch of viruses around. These miserable germs can only be destroyed by lining up the appropriate combinations of vitamins as they fall. And Dr. Mario is relying on your players to help him get the job done! This game isn't just fun. It's contagious. That's why players of all ages keep coming back to Dr. Mario for another dose.


- TRIVIA -


Dr. Mario was the first non-action 'Mario game' in which the Mario character was neither controllable nor playable. Today the game is widely remembered by many people for the 'Fever' music. Initially some fans called the game 'Mario 4', as it was the first Mario game to be released after "Super Mario Bros. 3". The resulting debate over 'what counts as a Mario game' may have resulted in the decision to name the next Mario action game simply "Super Mario World".


U.S. Patent 5,265,888 covers Dr. Mario, here is the abstract of this Patent : A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as 'falling' in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed.


- TIPS AND TRICKS -


* Reset : During the game, press Select+Start+A+B to reset the game.


* Bonus objects : Play virus levels 5, 10, or 15 at medium or high speeds. Wait at the intermission screen that features three viruses in a tree. A bonus object will appear at the top of the screen. A different object will appear depending on which level and speed is currently being played.


- SERIES -


1. Dr. Mario (1990)

2. Dr. Mario 64 (2001, Nintendo 64)


- STAFF -


Music by : Hirokazu Tanaka

$end

$info=pc_duckh,
$bio

Duck Hunt (c) 1984 Nintendo.

Game ID : DH


- TRIVIA -


Duck Hunt was a hugely popular Nintendo Entertainment System (NES) video game title. It was a launch title. In Duck Hunt, players had a special gun apparatus, the Nintendo Zapper Gun that they plugged into the NES console, and attempted to shoot down ducks or clay pigeons in mid-flight. Like many early video games, Duck Hunt is endless.


The player is also accompanied by a nameless dog which laughs whenever a duck is missed. The dog has passed into video gaming folklore, alongside 'All your base are belong to us' (From "Zero Wing") and the various vocal messages from "Gauntlet". Additionally, one of the more popular urban legends within the video game community claims that some players have found a way to shoot the dog. This is actually impossible for several gameplay reasons and limitations, although it is possible to shoot the dog in the bonus round of the arcade version of the game, "Vs. Duck Hunt" (possibly the origin of the urban legend).


- TIPS AND TRICKS -


* Freeze targets : Press Start to pause game play, then resume. The targets will remain paused for a brief amount of time, allowing an easy shot.


* Duck control : Use a standard controller in port one to control the ducks. Note: This may be done when one or two ducks appear on screen.


* Hint, Always hit the duck : Place a magnifying glass between the light gun and your television screen. Hold the Zapper gun approximately two feet back from the television and fire whenever a duck appears. Aiming directly through the center of the magnifying glass and towards the center of the television works the best. Several attempts may be needed to get the gun and magnifying glass positioned correctly.  

Note: A fairly powerful magnifying glass was used to discover this trick.


- STAFF -


Music by : Hirokazu Tanaka (HIP)

$end

$info=pc_ebike,
$bio

Excitebike (c) 1984 Nintendo.

Game ID : EB


- TIPS AND TRICKS -


* Faster remount : Rapidly tap A + B to get back on the bike faster.

$end

$info=pc_gntlt,
$bio

Gauntlet (c) 1985 Tengen / Atari Games.

Game ID : GL


- TRIVIA -


Licensed to Nintendo for distribution.


- TIPS AND TRICKS -


* Passwords List : To enter a password, hold the A button and press the Start button on the screen where you select the number of players.


Warrior :

PHO-PHM-MP9 : Level 5, 1060 HP, 1 Key, 1 Bomb, 76 Points.

PPH-OMH-MMM : Level 9, 1140 HP, 5 Keys, 3 Bombs, 144 Points.

POY-EHH-MM4 : Level 14, Shot powerup, 1220 HP, 10 Keys, 10 Bombs, 245 Points.

POZ-PSP-ZPM : Level 20, Armor-Magic-Shot powerups, 1220 HP, 8 Keys, 10 Bombs, 337 Points.

POY-H6Z-W4M : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 435 Points.

PEZ-ESZ-z94 : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 510 Points.

PO6-OY9-4C4 : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 580 Points.

PE9-Z9Y-494 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 685 Points.

PEY-ZZY-4WM : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 762 Points.

PO9-6C6-WCM : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1380 HP, 10 Keys, 10 Bombs, 833 Points.

POY-YZ6-4WC : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1651 Points.

PE9-46S-4HC : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 9 Keys, 10 Bombs, 1672 Points.

PE6-Z6Y-4WW : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1710 Points.

PE9-6YY-4CC : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1737 Points.


Valkyrie :

FFR-FNA-A1F : Level 5, 1000 HP, 1 Key, 1 Bomb, 82 Points.

FFF-RAN-ADA : Level 9, 1100 HP, 5 Keys, 3 Bombs, 160 Points.

FR1-GFF-KUT : Level 14, Shot powerup, 1200 HP, 10 Keys, 10 Bombs, 270 Points.

FG7-K8A-21A : Level 20, Armor-Magic-Shot powerups, 1200 HP, 9 Keys, 10 Bombs, 370 Points.

FG1-N87-2DT : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 485 Points.

FGX-G5X-X8T : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 582 Points.

FG8-G17-T5T : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 663 Points.

FRX-XX1-25T : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 782 Points.

FG1-771-2LT : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 869 Points.

FG7-8X8-2LT : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 949 Points.

FR8-871-TLK : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1657 Points.

FGX-T15-T82 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 9 Keys, 10 Bombs, 1671 Points.

FG1-718-TLK : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1697 Points.

FG7-818-T5K : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1714 Points.


Wizard :

81X-815-5R7 : Level 5, 900 HP, 1 Key, 1 Bomb, 90 Points.

818-X51-552 : Level 9, 1000 HP, 5 Keys, 3 Bombs, 169 Points.

8XF-788-UL2 : Level 14, Shot powerup, 1100 HP, 10 Keys, 10 Bombs, 283 Points.

87R-5NU-D82 : Level 20, Armor-Magic-Shot powerup, 1100 HP, 9 Keys, 10 Bombs, 384 Points.

9XN-1FG-DLX : Level 25, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 494 Points.

87R-7AR-R12 : Level 30, Armor-Fight-Magic-Shot powerups, 1200 HP, 8 Keys, 10 Bombs, 577 Points.

87F-7NG-LU2 : Level 37, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 657 Points.

8XR-RRN-DU2 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 776 Points.

87F-GGN-DUK : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 885 Points.

87R-KGA-DGK : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 967 Points.

8XN-NRF-LUT : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1672 Points.

87R-DNA-LGA : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 9 Keys, 10 Bombs, 1702 Points.

8XN-RFF-LUT : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1736 Points.

8XR-NFF-LDA : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1742 Points.


Elf :

SSW-33Y-YCW : Level 5, 942 HP, 1 Key, 1 Bomb, 99 Points.

S33-4Y3-YHH : Level 9, 1060 HP, 5 Keys, 3 Bombs, 191 Points.

S4M-4SS-6ZH : Level 14, Shot powerup, 1180 HP, 10 Keys, 10 Bombs, 317 Points.

SWI-6C6-OCZ : Level 20, Armor-Magic-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 434 Points.

SWM-3CB-E9Z : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 560 Points.

SWI-WCO-EMC : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 6 Keys, 10 Bombs, 662 Points.

S4M-ZMI-B4H : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 8 Bombs, 732 Points.

SWB-IIC-O9H : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 869 Points.

S4M-IBM-OPZ : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 955 Points.

SWI-CBC-EZP : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 1044 Points.

SWC-CBM-E9P : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1669 Points.

SWB-OCP-E49 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 9 Keys, 10 Bombs, 1696 Points.

SWC-BMM-E9P : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1732 Points.

S4B-CMM-EP9 : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1738 Points.


* In-game reset : Press Select+Start+A+B.


* Double supplies : Begin a game in two player mode and intentionally allow player two to die. Move player one over the icon that represents player two's supplies to collect them.


* Escape stun square : Press Start to pause the game. Resume game play and jump off the square to avoid damage.


* Continue game play : Begin game play in two-player mode. Quickly press Start when losing a life, while the other player still is playing to rejoin the game with another character.


* Hint, Clue rooms : Clues can be found in rooms 16, 26, 46, 54, 66, 70, 81, and 90. To pass Merlin, collect all of them.


- SERIES -


1. Gauntlet (1985)

2. Gauntlet (1985, NES)

3. Gauntlet II (1986)

4. Gauntlet - The Third Encounter (1990, Atari Lynx)

5. Gauntlet III - The Final Quest (1991, Atari ST)

6. Gauntlet 4 (1993, Sega Mega Drive)

7. Gauntlet Legends (1998)

8. Gauntlet Dark Legacy (2000)


- STAFF -


Music by : Hal Canon, Earl Vickers

$end

$info=pc_golf,
$bio

Golf (c) 1984 Nintendo.

Game ID : GF


- STAFF -


Music by : Koji Kondo

$end

$info=pc_grdus,pc_grdue,
$bio

Gradius (c) 1986 Konami.

Game ID : GR


- TRIVIA -


Kazuhisa Hashimoto, who programmed this Nintendo Famicom port, found the original arcade game too hard, so he inserted the so-called Konami code (See Code & Secrets section).


- TIPS AND TRICKS -


* Continue : At the Game Over screen press Down, Up, B, A, B, A, B, A, Start. Note : This can only be used once per game.


* Classic Konami Code : Press Start during the game, then press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start. This code equips you with two Missiles, two options and a force field barrier.


* Secret Message : During the title screen hold B+A, then reset the machine and return in the game (always with B+A) to get the following message : KONAMI ONE, GRADIUS ONE.


* Level skip : Destroy the ship that appears at the end of each level within five seconds to skip the next level.


- STAFF -


Programmed by : Kazuhisa Hashimoto

Music by : Miki Higashino

$end

$info=pc_hgaly,
$bio

Hogan's Alley (c) 1984 Nintendo.

Game ID : HA

$end

$info=pc_kngfu,
$bio

Kung Fu (c) 1984 Irem.

Game ID : SX


- TRIVIA -


Licensed in 1985 to Nintendo.


- TIPS AND TRICKS -


* Fight Sylvia : Each time you beat the game it will restart from the beginning. Beat the game 50 times in a row and you can fight Sylvia, the girl you usually rescue.


* Bonus points : Use a jump kick on the twelfth enemy on each level for 5000 points.


- STAFF -


Music by : Koji Kondo

$end

$info=pc_mario,
$bio

Mario Bros. (c) 1983 Nintendo.

Game ID : MA


- STAFF -


Music by : Hirokazu Tanaka

$end

$info=pc_moglf,
$bio

Mario's Open Golf (c) 1991 Nintendo.

Game ID : UG

$end

$info=pc_mman3,
$bio

Megaman III (c) 1990 Capcom.

Game ID : XU


Contenders blast Megaman, in his search for energy Crystals, through a galaxy of mining stations controlled by ruthless robots. An amazing 21 different levels of rapid fire help Megaman battle against these armies of metal maniacs to gain their super powers. But the rebellious robots won't give up without using every android-annihilator known to Megaman. That's when players call on Rush, the wonder dogdroid, for special mechanisms that speed them past danger and assist in enemy melt-down. It's man vs. metal as players have more fun than humanly possible.


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Passwords : Each password must contain at least three balls. Make here your personal password (the color of the ball is precised if it's needed)...


First ball (choose only one) :

C5 : Start with 0 Energy reserves.

E6 : Start with 1 Energy reserves.

E4 : Start with 2 Energy reserves.

B4 : Start with 3 Energy reserves.

A5 : Start with 4 Energy reserves.

C1 : Start with 5 Energy reserves.

D2 : Start with 6 Energy reserves.

C3 : Start with 7 Energy reserves.

F2 : Start with 8 Energy reserves.

A6 : Start with 9 Energy reserves.


Second ball (choose one or more) :

A3(red) : Topman defeated.

B5(red) : Geminiman defeated.

D3(red) : Needleman defeated.

F4(red) : Sparkman defeated.

D6 : Shadowman defeated.

F6 : Snakeman defeated.

C4 : Hardman defeated.

F5 : Magnetman defeated.


Seconde ball (choose only one) :

A3(blue) : Topman / Snakeman defeated.

B5(blue) : Hardman / Geminiman defeated.

D3(blue) : Magnetman / Needleman defeated.

F4(blue) : Sparkman / Shadowman defeated.


Third ball (choose only one) :

B6 : Gemini Man's stage beaten (Flashman / Bubbleman).

A1(red) : Spark Man's stage beaten (Metalman / Quickman).

A4 : Shadow Man's stage beaten (Woodman / Heatman).

B2(red) : Needle Man's stage beaten (Airman / Clashman).

B2(blue) : Needleman / Geminiman's stages beaten.

A1(blue) : Sparkman / Shadowman's stages beaten.


* Slow motion : Hold Up on controller two.


* Freeze opponents : Hold Up+A on controller two.


* Super jump : Hold Right on controller two.


* Suggested opponent order : Magnet, Hard, Top, Shadow, Spark, Snake, Gemini, Needle, 'Spark', 'Shadow', 'Gemini', 'Needle'.


* Walk through pitfalls : Hold Right on controller two. This allows Mega Man to walk through or jump out of pitfalls without dying. It is especially helpful in the Dr. Wily Robot level. Note: When jumping out of the pitfall, the jump is twice as large as the super jump.


* Invincibility : Hold Right on controller two while jumping into a pitfall. Then intentionally get killed by an enemy while in the pitfall. Jump out of the pitfall when Mega Man's death sound is heard.  

Megaman will be invincible as long as an energy booster is not collected. Although the use of the regular gun will be lost, the spark shot or the needle will work just as well.


- SERIES -


1. Megaman (1987, Nintendo Famicom)

2. Megaman II (1989, Nintendo Famicom)

3. Megaman III (1990, Nintendo Famicom)

4. Megaman IV (1991, Nintendo Famicom)

5. Megaman V (1992, Nintendo Famicom)

6. Megaman VI (1993, Nintendo Famicom)

7. Megaman X (1993, Nintendo Super Famicom)

8. Megaman X2 (1994, Nintendo Super Famicom)

9. Megaman - The Willy Wars (1994, Sega Mega Drive)

10. Megaman VII (1995, Nintendo Super Famicom)

11. Megaman X3 (1995, Nintendo Super Famicom)

12. Megaman 8 (1997, Sony PlayStation)

13. Megaman X4 (1997, Sony PlayStation)

14. Megaman X5 (2000, Sony PlayStation)

15. Megaman X6 (2001, Sony PlayStation)

16. Megaman Zero (2002, Nintendo Game Boy Advance)

17. Megaman & Bass (2003, Nintendo Game Boy Advance)

18. Megaman Zero 2 (2003, Nintendo Game Boy Advance)

19. Megaman X7 (2003, Sony PlayStation 2)


- STAFF -


Character designers : Inafking, Yasukichi, Tokimi293, Zizi, Donchan

Sound composer : BunBun

Programmers : T.L, A.M

$end

$info=pc_mtoid,
$bio

Metroid (c) 1986 Nintendo.

Game ID : MT


- TIPS AND TRICKS -


* Passwords :

M7---- --zOA0 2T-tfm a000d5 (Tourian)

00U--- -u0000 0AFw9Y 1800sb (Hideout 2)

022400 A00000 05?00m 0000aS (Brinstar with Screw Ball and Ice Beam)

0WX002 W00004 1VW0C0 0000MO (Q2 Brinstar with Screw Attack, Ice Beam and Leotard Samus)

Daniel Daniel Daniel Daniel (Norfair with no bombs)

XXXXXX XXXXXX KKKKKK KKKKKK (Tourian with weak weapons and Leotard Samus - impossible)

JUSTIN BAILEY ------ ------ (Norfair with Wave Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack 5 Tanks, 205 Missiles and Leotard Samus)

JUSTIN BAILEY ------ 000000 (Hideout 2 with Ice Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack, 5 Tanks, 255 Missiles and Leotard Samus)

justin bailey ------ ------ (Reset to title screen)

BOMBS- Missile SCREW- ATACK- (111 missiles, Ice Beam, Bombs and 4 energy tanks)

KIDICA RUSc19 86NINT ENDO-- (Hideout 1, Ice Beam, Screw Attack, 4 Tanks and 42 Missiles)

999999 999999 KKKKKK KKKKKK (Hideout 2, no Kraid, no Varia, no Mother Brain, no final time limit)

X-z-uJ lls0W0 fVvweG 000WNr (215 missiles, 5 energy tanks, all powerups, both mini-bosses dead)

000000 000000 03-200 000089 (255 missiles, but no missile tanks)

000000 000000 080h00 0000gu (Begin with missiles but no missiles in Kraid's lair)

000000 000001 00F300 00008X (Begin with missiles, but no missile tanks in Ridley's lair)

X----- --N?WO dV-Gm9 W01GMI (see Metroid's best ending)

F2-yum akMKa0 O2-oKm 0000fr (Get Ice Beam)

000800 000000 02080H e000?q (Get Long Beam)

mMuiS1 II6-GE Jls?h0 m00WRM (No suit and All Weapons)

00WX00 2W0000 41TW1o 0000LD (Play with Samus with her suit off!)

00U--- -u0000 0AFw9Y 1800sb (Go to Rifley)

C00000 000000 080h00 00006u (Begin with bombs)


* Super jump : Hold Right on controller two and press A on controller one.


* Quit game play : Press Start to pause game play. Hold Up+A on controller two to display the current password.


- SERIES -


1. Metroid (1986, Nintendo Famicom)

2. Metroid II - Return of Samus (1991, Nintendo Game Boy)

3. Super Metroid (1994, Nintendo Super Famicom)

4. Metroid Fusion (2002, Nintendo Game Boy Advance)

5. Metroid Prime (2003, Nintendo GameCube)

6. Metroid - Zero Mission (2004, Nintendo Game Boy Advance)


- STAFF -


Music by : Hirokazu Tanaka (Hip)

$end

$info=pc_miket,
$bio

Mike Tyson's Punch-Out!! (c) 1987 Nintendo.

Game ID : PT


- TIPS AND TRICKS -


* Password :

005 737 5423 (Major Circuit)

777 807 3454 (World Circuit)

940 861 8538 (Super Macho Man)

267 913 7638 (Super Macho Man + 23KOs)

032 730 8442 (Piston Honda)

007 373 5963 (Mike Tyson)

800 422 2602 (Busy Phoneline Tone - This password is Nintendo's old customer service number)


* Another World Circuit : At the beginning enter this password : 135 792 468. When you get to the last number, press A+B+Select at the same time.


* View The Credits : Set the password numbers to 106 113 0120, then press Select+A+B simultaneously to register the password.


- STAFF -


Producer : Minoru Arakawa

Supervisor : NOA (Nintendo of America)

Director : Genyo Takeda

Game designers : Kazuo Yoneyama, Mayumi Hirota

Character designer : Makoto Wada

Music composers : V. Kaneoka, A. Nakatuka, Koji Yamamoto

Electrical engineers : S. Funakoshi, M. Taya

Programmer : Masato Hatakeyama

Secretary : V. Kuriyama

$end

$info=pc_ngaid,
$bio

Ninja Gaiden (c) 1989 Tecmo.

Game ID : NG


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Access Sound Test : When the message 'Tecmo Presents 1989' pops up on the screen, hold Left+Down+Select+A+B and press Start.


- SERIES -


1. Ninja Gaiden (1989)

2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990)

3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991)


- STAFF -


Story : Sakurazaki

Screenplay : Sakurazaki, Faw

Image Illust : Runmaru

Art works : Runmaru, Parco, Uma

Program works : Madoka Southernami, Masita

Assistant : Nosuke

NES Translator : Kevin & Daniel

Sound design : More Yamasan, B.B, Hakase

Director : Sakurazaki

$end

$info=pc_ngai2,
$bio

Ninja Gaiden Episode II - The Dark Sword of Chaos (c) 1990 Tecmo.

Game ID : NW


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Infinite Health : At title screen, quickly press Up(x3), Down(x3), A, B, A, B, Select, Start. If not done quickly the code won't work. If you did it right, the game will begin a chime sound. Now, press Right, Left, Right, Left, B, A. A word will come up saying INVINCIBLE.


* Sound Test : When the title screen appears press and hold Up+Left+Select+A+B. Then tap the Start button.


* Musicruise Sound Test : Let the title screen fade to black and press Start, then do this a second time. Then press and hold Up+Left+Select+A+B. Then tap the start button.


- SERIES -


1. Ninja Gaiden (1989)

2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990)

3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991)

4. Ninja Gaiden (2004, Microsoft Xbox)

- STAFF -


Music by : S. Kajiya, Mayou, Miya


- PORTS -


* Consoles :

Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy")

$end

$info=pc_ngai3,
$bio

Ninja Gaiden Episode III - The Ancient Ship of Doom (c) 1991 Tecmo.

Game ID : 3N


- TRIVIA -


Licensed to Nintendo.


- SERIES -


1. Ninja Gaiden (1989)

2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990)

3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991)

4. Ninja Gaiden (2004, Microsoft Xbox)


- STAFF -


Story : M. Akama, Runmal

Art work : B.F.R, Jun, K.Tomita

Program work : H. Sato, M. Akama

Director : M. Akama

Art work : Onager, N. Takihara, B.F.R

Program work : Nobody

Director : Runmal

Music composer : Miya, K. Nakabai, L. Shigeno

Sound effect : Miya

Sound director : More-Yamasan

Executive producer : H. Yoshizawa


- PORTS -


* Consoles :

Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy")

$end

$info=pc_wcup,
$bio

Nintendo World Cup (c) 1989 Technos.

Game ID : XZ


Players choose from 13 World Class national teams and plan their own game strategy. Use advanced super moves like the Bicycle Kick and the Super Header to make the game come alive. This is incredible sporting fun.


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Password with USA :

First match : Cameroon

10300 - Japan

30700 - France

01500 - Russia

22000 - Spain

72100 - England

11500 - Mexico

42400 - Holland

62600 - Brazil

60200 - Italy

22300 - Argentina

12800 - W. Germany (last match)


* Password with Holland :

First match - Cameroon

10301 - Japan

30701 - France

01501 - Russia

22001 - Spain

72101 - England

11501 - Mexico

42401 - USA

62601 - Brazil

60201 - Italy

22301 - Argentina

12801 - W. Germany (last match)


* Password with Japan :

First match - Cameroon

10302 - USA

30702 - France

01502 - Russia

22002 - Spain

72102 - England

11502 - Mexico

42402 - Holland

62602 - Brazil

60202 - Italy

22302 - Argentina

12802 - W. Germany (last match)


* Password with France :

First match - Cameroon

10303 - Japan

30703 - USA

01503 - Russia

22003 - Spain

72103 - England

11503 - Mexico

42403 - Holland

62603 - Brazil

60203 - Italy

22303 - Argentina

12803 - W. Germany (last match)


* Password with Cameroon :

First match - USA

10304 - Japan

30704 - France

01504 - Russia

22004 - Spain

72104 - England

11504 - Mexico

42404 - Holland

62604 - Brazil

60204 - Italy

22304 - Argentina

12804 - W. Germany (last match)


* Password with Russia :

First match - Cameroon

10305 - Japan

30705 - France

01505 - USA

22005 - Spain

72105 - England

11505 - Mexico

42405 - Holland

62605 - Brazil

60205 - Italy

22305 - Argentina

12805 - W. Germany (last match)


* Password with Mexico :

First match - Cameroon

10306 - Japan

30706 - France

01506 - Russia

22006 - Spain

72106 - England

11506 - USA

42406 - Holland

62606 - Brazil

60206 - Italy

22306 - Argentina

12806 - W. Germany (last match)


* Password with England :

First match - Cameroon

10307 - Japan

30707 - France

01507 - Russia

22007 - Spain

72107 - USA

11507 - Mexico

42407 - Holland

62607 - Brazil

60207 - Italy

22307 - Argentina

12807 - W. Germany (last match)


* Password with Spain :

First match - Cameroon

10308 - Japan

30708 - France

01508 - Russia

22008 - USA

72108 - England

11508 - Mexico

42408 - Holland

62608 - Brazil

60208 - Italy

22308 - Argentina

12808 - W. Germany (last match)


* Password with Brazil :

First match - Cameroon

10309 - Japan

30709 - France

01509 - Russia

22009 - Spain

72109 - England

11509 - Mexico

42409 - Holland

62609 - USA

60209 - Italy

22309 - Argentina

12809 - W. Germany (last match)


* Password with W. Germany :

First match - Cameroon

10310 - Japan

30710 - France

01510 - Russia

22010 - Spain

72110 - England

11510 - Mexico

42410 - USA

62610 - Holland

60210 - Brazil

22310 - Italy

12810 - Argentina (last match)


* Password with Argentina :

First match - Cameroon

10311 - Japan

30711 - France

01511 - Russia

22011 - Spain

72111 - England

11511 - Mexico

42411 - USA

62611 - Brazil

60211 - Holland

22311 - Italy

12811 - W. Germany (last match)


* Password with Italy :

First match - Cameroon

10312 - Japan

30712 - France

01512 - Russia

22012 - Spain

72112 - England

11512 - Mexico

42412 - Holland

62612 - Brazil

60212 - USA

22312 - Argentina

12812 - W. Germany (last match)


- STAFF -


Music by : Kazuo Sawa

$end

$info=pc_pinbt,
$bio

PinBot (c) 1988 Rare.

$end

$info=pc_pwbld,
$bio

Power Blade (c) 1991 Taito.

Game ID : 7T


- TRIVIA -


Licensed by Nintendo.


- SERIES -


1. Power Blade (1991)

2. Power Blade II (1992, Nintendo NES) / Captain Saver (1992, Nintendo Famicom)

$end

$info=pc_pwrst,
$bio

Pro Wrestling (c) 12/1986 Nintendo.

Game ID : PW

$end

$info=pc_rcpam,
$bio

R.C. Pro-Am (c) 1987 Rare.

Game ID : PM


- SERIES -


1. R.C. Pro-Am (1987)

2. Super R.C. Pro-Am (1991, Nintendo Game Boy)

3. R.C. Pro-Am II (1992, Nintendo NES)

$end

$info=pc_radrc,
$bio

Rad Racer (c) 1989 Square.

Game ID : RC


- TIPS AND TRICKS -


* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.


* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.


* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.


* View Game Ending : Once you select your vehicle, press the B button 64 times. Then, hold Up/Right diagonally and finally press Start to view the game ending.


- SERIES -


1. Rad Racer (1989)

2. Rad Racer II (1990)


- STAFF -


Music by : Nobuo Uematsu

$end

$info=pc_radr2,
$bio

Rad Racer II (c) 1990 Square.

Game ID : QR


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.


* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.


* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.


- SERIES -


1. Rad Racer (1989)

2. Rad Racer II (1990)

$end

$info=pc_rrngr,
$bio

Rescue Rangers - Disney's Chip 'n Dale (c) 1987 Capcom.

Game ID : RU


- TRIVIA -


Licensed to Nintendo.

$end

$info=pc_rkats,
$bio

Rockin' Kats (c) 1991 Atlus.

Game ID : 7A


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Full energy : Press Start to pause game play. Then, press Down+A+B+Start.  

  

* Exit level : Press Start to pause game play. Then, press A(x3) to return to the channel selection screen.  

  

* Six lives : Hold Down+A+B and press Start(x2).  

  

* Status Password : Channel 5 67GDZ[Music Note]JGK[Triangle]  End 57YRmchs0P

$end

$info=pc_rnatk,
$bio

Rush'n Attack (c) 1987 Konami.

Game ID : RA


In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)


- TRIVIA -


Licensed to Nintendo.


- STAFF -


Programmed by : Naniwa no Hideo

Character designers : Madamu Keiko, Gokigen Yoshimoto

Sound designer : Chary Sadakichi

Directed by : Phazer Atsuko

Visual designers : Kenji Shimoneta, Daibutsu Mari

Music : Rusher Sakamoto, Iku Iku Mizutani, Hevimeta Satoe, Nanda Adachi

$end

$info=pc_rygar,
$bio

Rygar (c) 1987 Tecmo.

Game ID : RY


- TRIVIA -


Licensed to Nintendo.

$end

$info=pc_sjetm,
$bio

Solar Jetman (c) 1990 Rare.

Game ID : LJ


Players explore the universe in full combat readiness as they help Solar Jetman recover the sabotaged Golden Warship -- the most powerfull spacecraft in the galaxy. On 12 alien worlds, each with its own army of enraged aliens and their deadly devices, the necessary parts to repair the damaged vessel are hidden . Players must act fast and with finesse to fend off the destructive alien forces, gravity, baffing booby traps, perpetual black holes, and cosmic space warps. It's intense galactic rivalry that'll keep players in orbit.


- TIPS AND TRICKS -


* Passwords :

KLBLBKHBKLGB - Start on Planet 02.

KLBMKBBGXHHB - Start on Planet 04.

KNDHNBHBNWNB - Start on Planet 06.

LQGGMQLHNDHH - Start on Planet 10.

LMGZQBDPZLTG - Start on Planet 12.

HHHHHHHHHHHH - Start on Planet 13.

KDBRNPBDRPHD - Skip Planet 03.

KNDPBKKDGBNB - Skip Planet 05.

LKDZKQHDTRNB - Skip Planet 07.

MBGLNMKGHXNB - Skip Planet 09.

BKKBKKHMBHMB - Acces to hidden 'XX' level.

QQQQQQQQQQQQ - Bonus levels.

ZBBBBBBBLNTQ - begin with 15 lives & extra $$$.

NNNNNNNNNNNN - begin with 7 lives & extra $$$.

BBBBBBBBBBBB - Start with no money.

$end

$info=pc_suprc,
$bio

Super C (c) 1990 Konami.

Game ID : UE


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* 10 Extra Lives (Player 1) : When the title screen pops up, press Right, Left, Down, Up, A, B, then Start.


* 10 Extra Lives (Player 2) : When the title screen pops up, press Right, Left, Down, Up, A, B, Select, then Start.


* Sound Mode : To open the Sound Test, while on the Title Screen, hold down A+B then press Start.


* Replay game with previous score : Complete the game once and return to the title screen. Press A, B, Start at the title screen to start the game again with your score intact and three lives.  

  

* Replay game with previous score and lives : Complete the game once and return to the title screen. Press B, A, Start at the title screen to start the game again with your score intact and the lives accumulated in the previous game.


- STAFF -


Programmer : S. Umezaki

Graphic designer : S. Muraki

Sound designer : H. Maezawa

$end

$info=pc_smb,
$bio

Super Mario Bros. (c) 04/1986 Nintendo.

Game ID : SM


The player took the role of Mario, or in the case of a second player, Mario's brother Luigi. The ultimate object was to race through the Mushroom Kingdom, eliminate Bowser's forces, and save Princess Toadstool. The game consisted of eight worlds with four sub-worlds, or levels, in each.


- TRIVIA -


According to the Guiness Book Of Records, Super Mario Bros. is the best-selling video game of all time, with a total of 40.23 million units sold worldwide, as of 1999.


Many easter eggs were intentionally left in the game during the development, but 'Minus World' was a programming error only discovered after the game had hit the market (see 'Tips and Tricks' section for more info).


- TIPS AND TRICKS -


* Warps :

1) Warp to World 2, 3, or 4 : In World 1-2, boogie over the end pipe by walking on the ceiling and behind the wall you'll find a Warp Zone where you can warp to World 2, 3, or 4.

2) Warp to World 5 : In World 4-2, walk on the ceiling like you did in 1-2 and you'll find a Warp to World 5.

3) Warp to World 6, 7, or 8 : This is the second Warp Zone you can reach from World 4-2.

After the first elevator lift, there is a pit and three brick blocks above you. Jump around and you'll find four hidden coin blocks under the three bricks. Use the hidden blocks you just uncovered to hit the first brick which will sprout a Vine. The Vine leads to some Coins and the second Warp Zone.


* The World -1 a.k.a The Minus World (Note : You must be either big or have fire power to do this) : Go to the end of world 1-2, where all the elevators are. Go past the elevators, but before the warp zone. You should see a horizontal warp pipe that leads outside. Don't go in this pipe. Instead, jump on top of it. Now, break the two rightmost bricks above you, but not the one that is touching the green pipe! Now, stand on the pipe, but as far left as you can go without falling off the pipe. Now duck and jump up. In the air, make sure you hold right as hard as you can, but stay ducked. If you accidentily break the brick that is touching the green pipe, then you can't do it. Keep trying this, it will take many attemps to accomplish. When you finally do it successfully, Mario will get sucked into the wall and start 'moonwalking' through it. While you are moonwalking, don't touch any buttons except for the joystick. If you try to jump, you will go through the top wall, and you'll have to do it all over again. When you are done moonwalking, you'll come out the other side. On the other side, there will be three warp pipes. Enter either the leftmost or the rightmost warp pipe before the screen scrolls all the way to the right. If done successfully, a screen should now appear which will say you are on world -1.


* The Double Jump : After grabbing a Mushroom in mid-air, Mario can pull off another jump with the right timing. First, time a jump so that small Mario is on his way down when he grabs a Mushroom. While Mario is transforming, hold A and he'll jump again when his transformation into Super Mario is complete.


* Fire while small : Go to any Boss level, except for the final level. Make sure that Mario is big when reaching the Boss. Jump on the little axe object so you hit the Koopa (Boss) and the axe at the same instant. You will flash as you were hit but will remain as Super Mario. On the next level, get a mushroom and it will actually make Mario small. Finally, get a flower and Mario will have firepower when he is small.


* Fireworks : Hit the flagpole at the end of a level when the last digit of the timer is 1, 3, or 6.


* Continue : When you get a Game Over screen, hold down A and press Start. You will start on the first level of the world you died on.


* After beating the game, the player was given the option to start again in 'Hard Mode'. All Goombas are replaced by Buzzy Beetles (Koopa Troopa-like enemies who cannot be killed by fireballs), and all enemies walk faster.


- SERIES -


1. Mario Bros. (1983)

2. Super Mario Bros. (1985, Nintendo Famicom)

3. Super Mario Bros. 2 (1986, Nintendo Famicom)

4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)

5. Super Mario Bros. 3 (1988, Nintendo Famicom)

6. Super Mario Land (1989, Nintendo Game Boy)

7. Super Mario World (1991, Nintendo Super Famicom)

8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)

9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)

10. Mario Clash (1995, Nintendo Virtual Boy)

11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)

12. Super Mario Land 4 (1997, Nintendo Game Boy)

13. Super Mario 64 (1997, Nintendo 64)

14. Yoshi's Story (1998, Nintendo 64)

15. Super Mario Sunshine (2002, Nintendo Gamecube)


- STAFF -


Designed by : Shigeru Miyamoto

Music by : Koji Kondo


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, "Super Mario Collection")

Nintendo Game Boy Color (1999, "Super Mario Bros. Deluxe")

Nintendo Game Boy Advance (2004, "Famicom Mini Series")

$end

$info=pc_smb2,
$bio

Super Mario Bros. 2 (c) 1988 Nintendo.

Game ID : MW


- TIPS AND TRICKS -


* Warp Vases :

1) World 1-3 : There is a warp vase by the brick wall. Bring a potion and drop it on top. Go down the vase in subspace to warp to world 4-1.

2) World 3-1 : Fall down the giant waterfall and make sure you land in the center on top of the door when you reach the bottom. The potion there is under the 6th grass from the right. Drop it on the vase in that room. This goes to world 5-1 (best place for coins).

3) World 4-2 : Get a potion in the whale section and work your way right to the vase. This goes to world 6-1.

4) World 5-3 : If you have Luigi, then you could easily jump to the top at the beginning of this world to get the potion next to the vase. Go down and this takes you to world 7-1.


* Get The Music From SMB1 : Make sure that when you collect 5 cherries and the star comes up that you have a potion very close to you (even in your hands is good). Before getting the star, drop the potion so the door appears. Get the star and go into the door to subspace. You will hear the subspace music playing (from SMB 1) but you know that the music stops once you leave subspace. When the invicibility starts wearing off and the character starts to flash, exit subspace through the door and if you did it right, the subspace music repeats when you're back to the normal world. But this time it continues like the SMB 1 music. This lasts until you go into a door or lose a life. The best place to try this is World 1-3 at the beginning with all the cherries. This trick is not too hard to do.


* Suicide : Pause the game, then hold UP+A+B on the player2 side. Unpause and your character will instantly die and have to restart the level.


* Suicide Door : While entering a door, pause the game before the screen changes. Enter the suicide code (UP+A+B on the player2 side), then unpause the game. Instead of dying once, you'll watch your character fall through the floor and die for each extra life remaining! Game over.


- SERIES -


1. Mario Bros. (1983)

2. Super Mario Bros. (1985, Nintendo Famicom)

3. Super Mario Bros. 2 (1986, Nintendo Famicom)

4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)

5. Super Mario Bros. 3 (1988, Nintendo Famicom)

6. Super Mario Land (1989, Nintendo Game Boy)

7. Super Mario World (1991, Nintendo Super Famicom)

8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)

9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)

10. Mario Clash (1995, Nintendo Virtual Boy)

11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)

12. Super Mario Land 4 (1997, Nintendo Game Boy)

13. Super Mario 64 (1997, Nintendo 64)

14. Yoshi's Story (1998, Nintendo 64)

15. Super Mario Sunshine (2002, Nintendo Gamecube)


- STAFF -


Designed by : Shigeru Miyamoto

Music by : Koji Kondo


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, Super Mario Collection)

Nintendo Game Boy Advance (2001, Super Mario Advance)

$end

$info=pc_smb3,
$bio

Super Mario Bros. 3 (c) 1988 Nintendo.

Game ID : UM


- TRIVIA -


Super Mario Bros. 3 was previewed in the movie 'The Wizard', starring Fred Savage. And it was also prewiewed in the US market via the PlayChoice-10 machine.


During the game, Mario can find Warp flutes (see Tips and Tricks section for more information), which will take him to a new area of the game. When using the flutes, the tune played is the exact melody used from the flute in "The Legend of Zelda".


- TIPS AND TRICKS -


* Continue game play : Use two controllers and start the game in two player mode. After Mario loses all lives, the game can be continued as Luigi using the other controller.


* Getting the flutes : In World 1, Level 3, go to the white block toward the end. Jump in and hold Down until your character falls. Then, run to the end and you should end up behind the black wall object. Move back as far as you can and press Up. You will appear in a room with a chest like object in mushrooms. Open the chest and collect the flute.


Another flute can be found in the first semi-castle. Go to the location where you can go through the door to get to the room with the "up-down" ceiling, but do not go through the door. Fly over where the screen ends. Then, keep running and press Up. Your character will end up in a room with a chest. Open the chest to get another flute.


Another flute can be found in World 2. Defeat one of the camels to get a hammer. Then, go to the top right of the world to find a rock. Break the rock to open a path. Go through the path and defeat the camel to get the third flute. There is also a frog suit in the mushroom room. You can use the flute to warp to farther worlds.


* 28 P-Wings : Complete the game, then press Start at the ending screen. The next game will begin with 28 P-Wings per brother.


- SERIES -


1. Mario Bros. (1983)

2. Super Mario Bros. (1985, Nintendo Famicom)

3. Super Mario Bros. 2 (1986, Nintendo Famicom)

4. Super Mario Bros. 2 (1988, Nintendo Entertainment System) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)

5. Super Mario Bros. 3 (1988, Nintendo Famicom)

6. Super Mario Land (1989, Nintendo Game Boy)

7. Super Mario World (1991, Nintendo Super Famicom)

8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)

9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)

10. Mario Clash (1995, Nintendo Virtual Boy)

11. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)

12. Super Mario Land 4 (1997, Nintendo Game Boy)

13. Super Mario 64 (1997, Nintendo 64)

14. Yoshi's Story (1998, Nintendo 64)

15. Super Mario Sunshine (2002, Nintendo Gamecube)


- STAFF -


Designed by : Shigeru Miyamoto

Music by : Koji Kondo


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, Super Mario Collection)

Nintendo Game Boy Advance (2003, "Super Mario Advance 4 - Super Mario Bros 3")

$end

$info=pc_tbowl,
$bio

Tecmo Bowl (c) 1989 Tecmo.

Game ID : TW


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Passwords with Chicago :

68141095 - Week 2

A8251099 - Week 3

29251294 - Week 4

2B251A9E - Week 5

6BB59A92 - Week 6

2AB59E91 - Week 7

28359F90 - Div. Playoffs 1

6AF5DF96 - Div. Playoffs 2

AB7DDFAB - League Playoff

A99FDFA9 - Super Bowl


* Passwords with Los Angeles :

54F03080 - Week 2

15E0328F - Week 3

5770B295 - Week 4

9592B297 - Week 5

94A3B296 - Week 6

16A3B694 - Week 7

56E3F698 - Div. Playoff 1

17E3FE9D - Div. Playoff 2

14E3FF9B - League Playoff

977BFFA6 - Super Bowl


* Invisible Team : Enter this password 397BFFA5


* Mirror Team Passwords : These passwords allow you to play against the same team you selected...

5B7FBFA3 - Washington

969FDFA5 - Los Angeles

CFBFF7AO - Denver

997FBFA5 - Washington

43AFFEAC - Indianapolis

9C3F7FA5 - San Francisco

46AFFDAB - Miami

63AEFFA5 - Dallas

49AFFBA9 - Cleveland

269DFFA1 - New York

CCAFF7AD - Denver

697BFFA5 - Chicago

93AFEFA5 - Seattle

AC37FFA9 - Minnesota

$end

$info=pc_tmnt,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

Game ID : U2


- TRIVIA -


Licensed to Nintendo.


This game is based on a black and white comic book that debuted in 1984. Konami wins the rights to produce TMNT video games in 1989. This is the first dedicated TMNT game.


- TIPS AND TRICKS -


* Switch boomerangs : Throw boomerangs and switch turtles while they are in-flight. The new turtle will catch the boomerangs and place them in his inventory.


* Duplicate pizza : Enter a sewer, take a pizza, then exit. Return to the same sewer to find the same pizza again.


* Eliminate Roller Car : Press Select to exit the Turtle Wagon on level 3, after a Roller Car appears.


* Cheat mode : Press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start at the title screen. Note: For two players, press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Select, Start.


* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen.


- SERIES -


1. Teenage Mutant Ninja Turtles (1989)

2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990)


- STAFF -


Music by : Keizo Nakamura

$end

$info=pc_tmnt2,
$bio

Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Konami.

Game ID : 2N


They're back! And bigger than ever. In an exhilarating, action-packed sequel to their record-busting first game. And this time their arch-enemy, Shredder, isn't pulling any punches. Lethal electrozappers, laser beams and freezer burners plus nasty scoundrels like Scorpion Robots and Stone Warriors are ready to make turtle soup out of our heros. Worse yet, Tora and Shogun, two alien bounty hunters who have never known defeat, are also itching for a take-no-prisoners showdown.


- TRIVIA -


Licensed to Nintendo.


This is the NES port of the "Teenage Mutant Ninja Turtles" arcade game!


This game was based on the first season of the original 1989 cartoon show.


- TIPS AND TRICKS -


* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen before the demonstration begins.


* Level select, ten lives : Press B, A, B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen before the demonstration begins.


* Ten lives : Press Up, Right(x2), Down(x3), Left(x4), B, A, Start at the title screen before the demonstration begins. For ten lives in a two player game, press B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen.


* Full energy : Pause game play and press Up, Down, Left, Right, A, B.


* Play as Splinter : Press Up, Down, Left, Right, A, B, A, B, Select at the title screen.


* Two player mode : Press Select + Start at the title screen.


- SERIES -


1. Teenage Mutant Ninja Turtles (1989)

2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990)


- STAFF -


Music by : Takeshi Sekido, Keizo Nakamura

$end

$info=pc_tenis,
$bio

Tennis (c) 1983 Nintendo.

Game ID : TE

$end

$info=pc_goons,
$bio

The Goonies (c) 1986 Konami.

Game ID : GN

$end

$info=pc_tkfld,
$bio

Track & Field (c) 1987 Konami.

Game ID : TR


- TRIVIA -


Licensed to Nintendo.

$end

$info=pc_trjan,
$bio

Trojan (c) 1986 Capcom.

Game ID : TJ


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* Continue Game : When you get Game Over hold Up+Start at the title screen.

$end

$info=pc_ftqst,
$bio

Uncle Fester's Quest - The Addams Family (c) 1989 Sunsoft.

Game ID : EQ


- TRIVIA -


Licensed to Nintendo.


- TIPS AND TRICKS -


* No Sound : Quickly press Select twice to pause and unpause the game and the sound will be gone. To turn on the sound you have to run into a wall and then pause and unpause the game.

$end

$info=pc_vball,
$bio

Volley Ball (c) 12/1986 Nintendo.

Game ID : VB


- STAFF -


Designed and programmed by : T. Hashishita

$end

$info=pc_wgnmn,
$bio

Wild Gunman (c) 1984 Nintendo.

Game ID : WG


- TRIVIA -


A Wild Gunman unit appears in the 1985 movie 'Back to the Future' and in the 1989 movie 'Back to the Future Part II'.

$end

$info=pc_ynoid,
$bio

Yo! Noid (c) 1986 Capcom.

Game ID : YC


Yo! Noid is an adventure that takes you skipping, skating and skyscraper scaling through the streets of New York City. Your players will need every gimmick imaginable to out-prank the group of slippery scalawags who are disrupting the Big Apple with assorted monkeyshines and shenanigans. A mysterious Noid look-alike is the brains behind the bad guys. But if Yo! Noid can prevail, the reward is a lifetime supply of pizzas. Players of all ages will enjoy romping through the 14 levels of fun. And the good times don't stop there.


- TRIVIA -


Licensed to Nintendo for manufacture and distribution.


The Noid character comes from the Domino's pizza commercials.


- TIPS AND TRICKS -


* Cheat mode : Press Up(x2), Down, Left, Right, Left, Right, A, B, A, Up, Start at the title screen to display a new options screen.


* Warp Zone : In level 3, right before the fourth enemy, press Up(x2), Down(x2), A. You will be taken to a special warp zone.

$end

$info=nss_actr,
$bio

ActRaiser (c) 1992 Nintendo.


- SERIES -


1. ActRaiser (1992)

2. ActRaiser 2 (1993, Nintendo Super Famicom)


- STAFF -


Scenario : Tomoyoshi Miyazaki

Programmer : Masaya Hashimoto

Graphic designers : Ayano Koshiro, Masahiko Takai, Koji Yokota, Takashi Shichijyo

Music composer : Yuzo Koshiro

Director : Masaya Hashimoto

Producer : Yasuyuki Sone

Publisher : Yasuhiro Fukushima


* Enix Staff : Takao Kawaguchi, Keizo Mochizuki, Takashi Yoneda, Yuchi Kikumoto, Kouji Mitsumori, Kenjiro Kano, Tetsuro Shimoda, Yoshie Fujimori, Jyunji Yagi, Keiko Ito, Hideki Yamamoto, Miwako Matsumoto, Keiko Taga, Yasuko Sekiguchi, Shigeki Maruyama, Eiichi Hirasawa, Mitsuhiko Endo, Shinji Futami


* Enix America Staff : Keiji Honda, Paul Bowler, Cherie Hasson

$end

$info=nss_con3,
$bio

Contra III - The Alien Wars (c) 1992 Nintendo.


- SERIES -


1. Contra (1987)

2. Super Contra (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- TIPS AND TRICKS -


* All Weapons Code : At the player selection screen, press Right, Down, Downright, Right and Start. A scream will confirm the code.


* Level Select : At the player selection screen, press Left, Down, Downleft, Left and Start. A Hum will be heard if you've entered the code correctly.


- STAFF -


* Visual Designers :

Main and directed : Nobuya Nakazato

Players character : Masayuki Saruta

Assist : Noritoshi Sasaki


* Programmers :

Main and top-view : Yaipon

Side-view : 1991/Nami

Help-man : K. Horio


* Sound Designers :

Program and effect : Atsushi Fujio

Sound effect : Masanori Oouchi, Hiroshi Kobayashi, Hirofumi Taniguchi

Music compose : Miki Yanagisawa, Masanori Adachi, Tappi Iwase


Technical adviced : Jun Furano

Package designers : Kenji Shimoide, Hiromi Sumida

Produced by : Kazumi Kitaue

$end

$info=nss_aten,
$bio

David Crane's Amazing Tennis (c) 1992 Nintendo.


- STAFF -


Design and programming by : David Crane

Graphics and animation by : Franck Lam

Music and sound effects by : Mark Van Hecke

Audio engineering and technical support by : Alex Demeo

Audio drivers by : Bitmasters

Voice : Frank Hammond

$end

$info=nss_fzer,
$bio

F-Zero (c) 1991 Nintendo.


- SERIES -


1. F-Zero (1991, Nintendo Super Famicom)

2. BS F-Zero 2 - Grand Prix (1997, Nintendo Super Famicom)

3. F-Zero X (1998, Nintendo 64)

4. F-Zero - Maximum Velocity (2001, Nintendo Game Boy Advance)

5. F-Zero AX (2003)

6. F-Zero - Falcon Densetsu (2003, Nintendo Game Boy Advance)

$end

$info=nss_lwep,
$bio

Lethal Weapon (c) 199? Nintendo.

$end

$info=nss_ncaa,
$bio

NCAA Basketball (c) 1992 Nintendo.

$end

$info=nss_rob3,
$bio

Robocop 3 (c) 199? Nintendo.

$end

$info=nss_skin,
$bio

Skins Game (c) 199? Nintendo.

$end

$info=nss_smw,
$bio

Super Mario World (c) 199? Nintendo.


- STAFF -


Main director : Takashi Tezuka

Map director : Hidequi Konno

Area director : Katsuya Eguchi

Program director : Toshihiko Nakago

Mario and system programmer : Toshio Iwawaki

Object programmer : Kazuaki Morita

Background programmers : Shigehiro Kasamatsu, Tatsunori Takakura

Map programmer : Tatsuo Nishiyama

Area data input : Yoshihiro Nomoto, Eiji Noto, Satoru Takahata

Character graphic designer : Shigefumi Hino

Sound composer : Koji Kondo

Producer : Shigeru Miyamoto

Executive producer : Hiroshi Yamauchi


- PORTS -


* Consoles :

Nintendo Game Boy Advance (2002, Super Mario Advance 2 - Super Mario World)

$end

$info=nss_ssoc,
$bio

Super Soccer (c) 199? Nintendo.

$end

$info=nss_sten,
$bio

Super Tennis (c) 199? Nintendo.

$end

$info=nss_adam,
$bio

The Addams Family (c) 1992 Nintendo.


- TIPS AND TRICKS -


* Level Passwords :

&#KKN - Start.

V1913 - After Pugsly.

B&J15 - After Grandma.

BD#K4 - After Wednesday.

BL91B - After Fester.


* Misc. Passwords :

11111 - Start with 100 lives!

99966 - Start with 3 hearts.

BZXYC - Start with 5 hearts and Pugsley resqued.

BLKX8 - Start with 70 lives!

2211B - Start with the sword, golf balls, 5 hearts, all characters rescued and 100 lives!

$end

$info=nitrobal,
$bio

Nitro Ball (c) 1992 Data East.

Game ID : MAV


Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Gun Ball".


- STAFF -


Director : Jinbo

Game designer : Marukin

Graphic designers : K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N

Sound : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)

Hard : S.M, M.Y

Soft : Osapan, K. Minegishi, Mya, M.S

Voices recorded at Orio Sound Production Studio, San Jose, CA

$end

$info=niyanpai,
$bio

Niyanpai - Musume Pai (c) 12/1996 Nichibutsu.


Solitaire mahjong game where the player strives to complete a specified mahjong hand by matching tiles.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Daughter of the Tile'.


- STAFF -


Character designer and Art director : H. Ohmori

Story editor : Y. Sakurai

Designers : K. Noriko, M. Enomoto, H. Mizuuchi, H. Hirao, M. Nakabayashi

Programmers : Tom

Sound producer : Amigo

$end

$info=nomnlnd,nomnlndg,
$bio

No Man's Land (c) 04/1980 Universal.


- TRIVIA -


Also licensed to Gottlieb.

$end

$info=noboranb,
$bio

Noboranka (c) 1986 Game Electronics.

$end

$info=nost,nostj,nostk,
$bio

Nostradamus (c) 1993 Face.

Game ID : LINDA25


- STAFF -


Main programmer : M. Nagasawa

Enemy programmers : N. Maruyama, F. Ohtani

BG graphics designers : C. Mutsukura, H. Nasu, K. Igarashi

Obj graphics designers : N. Oikawa, K. Higeta, D. Furuuchi, H. Noma

Music composers : Mika Nozawa, Matsudaira Ako

Sound effects : A. Iwanaga

Spec & Director : K. Igarashi

$end

$info=nouryoku,
$bio

Nouryoku Koujou Iinkai (c) 1995 Tecmo.


- TRIVIA -


The title of this game translates from Japanese as 'Brainpower Progress Commitee'.

$end

$info=nova2001,nov2001u,
$bio

Nova 2001 (c) 11/1983 UPL.

Game ID : UPL-83005


- TRIVIA -


Licensed to Universal for US manufacture and distribution (03/1984).


- STAFF -


Ryuichi Nisizawa (BUCHA), HAL, Fukushi, Hiromi

$end

$info=peepshow,
$bio

Nozokimeguri Mahjong Peep Show (c) 04/1989 AC.


A mahjong game where you visit different locations to challenge others at mahjong!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Peeping Journey'.


This game is also known as "Mahjong Focus".

$end

$info=numanath,numanatj,
$bio

Numan Athletics (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System NA-2 hardware.


- SERIES -


1. Numan Athletics (1993)

2. Mach Breakers - Numan Athletics 2 (1995)

$end

$info=nunchaku,
$bio

Nunchackun (c) 1985 Taito.


- TRIVIA -


'Nunchackun' is a play on the word 'nunchaku', here it's meant to be a name like 'Mr. Nunchacku', since '-kun' is like 'Mr.'.


This game was a prototype (never released) developed by Kaneko for Taito.

$end

$info=nyanpani,
$bio

Nyan Nyan Panic (c) 08/1988 Konami.

Game ID : GX712


- TRIVIA -


Nyan Nyan Panic translates from Japanese as 'Mew Mew Panic'. 'Nyan' is Japanese onomatopoiea for a mewing kitten.


This game is known outside Japan as "Kitten Kaboodle".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- STAFF -


Game programmers : Boy Otofuji

Video graphics designer : Rie Chan

Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy

Engineer : Mr. Idaka

$end

$info=offroadc,
$bio

Off Road Challenge (c) 08/1997 Midway.


- TRIVIA -


This game runs on the Midway V Unit hardware.


- TIPS AND TRICKS -


* New Truck : On the truck selection screen press each of the 3 view buttons or the music button and new trucks will be appear.


- SERIES -


1. Off Road Challenge (1997)

2. Off Road Thunder (2000)


- PORTS -


* Consoles :

Nintendo 64

$end

$info=offtwall,offtwalc,
$bio

Off The Wall (c) 10/1991 Atari Games.

Game ID : 136090


Atari's superb variant on "Breakout" has up to 3 players bouncing balls, breaking bricks, and ultimately trying to get the ball into the exit. Also includes multiplayer 'bonus rounds' where players compete to be the last man standing in a "Pong" match.


- TRIVIA -


If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'.


- STAFF -


From highscore table : (RI ), (GAM), (ES ), Kelly Turner (KFT), Norm Avellar (NLA), (JMM), Kris Moser (KEM), (GFM), Sam Comstock (SWC), (PAT), Brad Fuller (BAF), (JFP), Tim Hubberstey (TJH), (JMR)

$end

$info=otwalls,
$bio

Off The Wall (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Programmer : Michael Samis

Original concept : Nolan Bushnell

Screen Art : Mark McPhee, Gary Johnson, Roger Hector

Sounds : Jesse Osborne, Gary Levenberg

$end

$info=ohmygod,
$bio

Oh My God!(c) 12/1993 Atlus.

$end

$info=oigas,
$bio

Oigas (c) 1986 Park


- TRIVIA -


This game is a bootleg of "Gigas".

$end

$info=oisipuzl,
$bio

Oishii Puzzle Wa Irimasen Ka (c) 1993 Sunsoft / Atlus.


- TRIVIA -


The tilte of this game translates from Japanese as 'Don't You Need This Delicious Puzzle?'.


A bootleg of this game is known as "Triple Fun".


- PORTS -


* Consoles :

Nintendo Super Famicom (1994, "Hebereke no Oishii Puzzle Ha Irimasenka")

$end

$info=ojankoc,
$bio

Ojanko Club (c) 1986 V-System.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Girl Club'.

$end

$info=ojankohs,
$bio

Ojanko High School (c) 1988 V-System.


Mahjong taking place at Ojanko High School.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Girl High School'.


The Rabbit King from "Rabbit Punch" makes a cameo apperance as the principal.


- SERIES -


1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)

2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)

3. Ojanko High School (1988)

$end

$info=ojankoy,
$bio

Ojanko Yakata - Shobatsuki Mahjong sen (c) 1986 V-System.


Mahjong with a high school theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Girl Mansion - Triumph In the Mahjong Match'.


- SERIES -


1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)

2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)

3. Ojanko High School (1988)

$end

$info=ojanko2,
$bio

Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (c) 1987 V-System.


Mahjong with a high school theme.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Mahjong Girl Second Mansion - Triumph in the Mahjong Match'.


- SERIES -


1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)

2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)

3. Ojanko High School (1988)

$end

$info=ojousan,ojousanm,
$bio

Ojyousan (c) 12/1987 Nichibutsu.


Mahjong with beautiful *prizes*.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Young Lady'.

$end

$info=olibochu,
$bio

Oli-Boo-Chu (c) 02/1982 Irem / GDI.

$end

$info=olysoc92,
$bio

Olympic Soccer '92 (c) 1992 Seibu Denshi.


- TRIVIA -


This game is also known as "Seibu Cup Soccer".

$end

$info=omega,
$bio

Omega (c) 19??.


- TRIVIA -


This game is a bootleg of "The End".

$end

$info=omegaf,omegafs,
$bio

Omega Fighter (c) 09/1989 UPL.

Game ID : UPL-89016


- TRIVIA -


A special version was also released.


- STAFF -


Iwatani, Nobuyuki Narita, Abe, Akemi Tsunoda, Nikei, Shigksa, T.T, Ohnuma

$end

$info=omegrace,
$bio

Omega Race (c) 06/1981 Midway.


A Challenging Chase In Space! Omega Race is a classic vector arcade game. This game takes place on a single screen with a large square in the middle that displays your score, lives and other information. (This information square also serves as huge obstacle). You control a spaceship that moves much like the ship in Asteroids (except it is a lot faster, and reacts well at even high speeds). You zip around the perimeter of the score area zapping several different enemy types (that all look very similar to each other). Gameplay is very fast paced, it usually takes under a minute to complete each level.


- TRIVIA -


This was the only vector game made by Midway. Omega Race was designed as a direct competitor to Atari's "Asteroids".


One thing of note is that the high score table will not display the initial FUK or FUC (early censorship at its best).


There were four different Omega Race cabinets made, upright, sit-down, mini, and cocktail. They are all quite different in appearance (even having different sideart). All of them are works of art. With great sideart, black lights, mirrors, and other enhancements.


A bootleg of this game is known as "Delta Race".


An Omega Race unit (Cockpit) appears in the 1982 movie 'Tron'.


- STAFF -


Designed and programmed by : Ron Halliburton (Founder of Arcade Engineering)


- PORTS -


* Consoles :

Colecovision (1981)

Atari 2600 (1983)


* Computers :

Commodore C64 (1982)

Commodore VIC20 (1982)


* Others :

VFD tabletop game (1981) by Coleco : Unfortunately, this game was never released.

$end

$info=omotesnd,
$bio

Omotesandou (c) 1989 Anime TEC.

$end

$info=onetwo,
$bio

One + Two (c) 1997 Barko.

$end

$info=oneshot,
$bio

One Shot One Kill (c) 199? Playmark.

$end

$info=nmaster,
$bio

Oni - The Ninja Master (c) 1995 Banpresto / Pandorabox.

Game ID : BP947A


Three selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style.


- TRIVIA -


This game is known outside Japan as "Metamoqester".


Oni - The Ninja Master is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation.


- STAFF -


Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo

Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage)

Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff

Sound designer : Satoshi Akamatsu

Programmers : Kenji Tanii, Satoshi Akamastu

Hardware : Kazuhisa Takasu, Masahito Aizawa

Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi

Mouhitu designer : Tomoyo Sekiguchi with PEN

Cell animation : Motokazu Tokoro, ARCADIA

$end

$info=onna34ro,onna34ra,
$bio

Onna Sansirou - Typhoon Gal (c) 1985 Taito.

Game ID : A52


A female warrior takes on a slew of opponents to defend the honor of her dojo.


- TRIVIA -


The title of this game translates from Japanese as 'Sanshiro Woman'.


- STAFF -


(S.TAKAHASI), (HIRO.SAKAU) (KURANAGA), Junji Yarita (J.YARITA), (VT EIKICHI), (MR-2 NAGAI)

$end

$info=opaopa,
$bio

Opa Opa (c) 19?? Sega.


- TRIVIA -


This game is also known as "Fantasy Zone II".


This game runs on the Sega System E hardware.


- SERIES -


1. Fantasy Zone (1986)

2. Opa Opa (19??)

3. Super Fantasy Zone (1993, Sega Mega Drive)

$end

$info=opwolfb,
$bio

Operation Bear (c) 1988 Bear Corporation Korea.


- TRIVIA -


This bootleg of "Operation Wolf" proved popular as a game in its own right and even outscored the original in location tests. The reason? The light gun on Operation Bear was a free roaming replica machine gun on a chain, which could be carried more realistically than the mounted joystick of Operation Wolf.

$end

$info=othunder,othundu,othunduo,
$bio

Operation Thunderbolt (c) 1988 Taito.

Game ID : B67


Terrorists have seized a passenger airplane and will execute all the hostages if their demands are not met. It is up to the veteran soldier known as 'Lone Wolf' to return to action and rescue those hostages before time runs out. Thankfully you are not alone on this mission so bring a friend and have a blast by blasting the enemies into oblivion!


- TRIVIA -


This game runs on the "Top Speed" hardware.


- SERIES -


1. Operation Wolf (1987)

2. Operation Thunderbolt (1988)

3. Operation Wolf 3 (1994)

4. Operation Tiger (1998)


- STAFF -


Project reader : Masaki Ogata

Game designers : Junji Yarita, Hiroyuki Sakou

Game programmers : Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano

Music composer : Spratter. A

Sound editers : Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada

Character designers : Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh

PCB designer : Takashi Ohara

Mechanical designer : Itsuji Yamada

Cabinet designer : Atushi Iwaoka

Art designers : Hiroyasu Nagai, Osamu Matsuura


- PORTS -


* Consoles :

Amstrad GX4000 (1990)

Nintendo Super Famicom (1994)


* Computers :

Amstrad CPC (1989)

Sinclair ZX Spectrum (1989)

Commodore Amiga (1989)

Atari ST (1989)

Amstrad CPC+ (1990)

$end

$info=opwolf,
$bio

Operation Wolf (c) 11/1987 Taito.

Game ID : B20


A machine gun game featuring stretcher-bearing nurses, pigs and chickens! You play as the trigger-happy character 'Lone Wolf' on a crusade to free hostages.


- TRIVIA -


Developed by East Technology.


A bootleg of this game is known as "Operation Bear".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.


- SERIES -


1. Operation Wolf (1987)

2. Operation Thunderbolt (1988)

3. Operation Wolf 3 (1994)

4. Operation Tiger (1998)


- STAFF -


Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya

Direct of photography : Eigo Okajima

Music by : Hiroshi Tuda

Planned by : Eigo Okajima


* Design :

All characters : Masaru Tamura, Op & Ed, Saori Ohkura

Title & Capture : Saori Ohkura

1st scene : Masaru Tamura, Natuko Tanahara

2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura

Extra scene : Masaru Tamura

3rd scene : Naoaki Wataya

4th scene : Naoaki Wataya

Final scene : Naoaki Wataya

States : Natuko Tanahara, Saori Ohkura

Effects : Masaru Tamura, Naoaki Wataya

All mechanics : Naoaki Wataya


* Program :

Event : Katuhiko Hirano, Satoru Komiya

1st scene : Katuhiko Hirano

2nd scene : Satoru Komiya

Extra scene : Toshihiro Kimura

3rd scene : Katuhiko Hirano, Toshihiro Kimura

4th scene : Satoru Komiya

Final scene : Toshihiro Kimura

System : Katuhiko Hirano


- PORTS -


* Consoles :

Nintendo Famicom (1989)

NEC PC Engine (1990)

Sega Master System

FM Towns Marty


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

MSX (1988)

Atari ST (1989)

PC [MS-DOS] (1989)

Commodore Amiga (1989)

$end

$info=opwolf3,opwolf3u,
$bio

Operation Wolf 3 (c) 1994 Taito.

Game ID : D74


- TRIVIA -


This game runs on the "Slap Shot" hardware.


This arcade machine came in two different styles. Alternate artwork and alternate guns colour.


- SERIES -


1. Operation Wolf (1987)

2. Operation Thunderbolt (1988)

3. Operation Wolf 3 (1994)

4. Operation Tiger (1998)


- STAFF -


Cast : Eigo Okajima, Katuhiro Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya as Terrolists

Direct of Photography : Eigo Okajima

Design all Characters : Masaru Tamura

Design OP & ED : Saori Ohkura

Design title & Capture : Saori Ohkura

Design 1st Scene : Masaru Tamura, Natuko Tanahara

Design 2nd Scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura

Extra Scene : Masaru Tamura

Design 3rd Scene : Naoaki Wataya

Design 4th Scene : Naoaki Wataya

Design Final Scene : Naoaki Wataya

States : Natuko Tanahara, Saori Ohkura

Effects : Masaru Tamura, Naoaki Wataya

All Mechanics : Naoaki Wataya

Program Event : Katuhiko Hirano, Satoru Komiya

Program 1st Scene : Katuhiko Hirano

Program 2nd Scene : Satoru Komiya

Program Extra Scene : Toshihiro Kimura

Program 3rd Scene : Katuhiko Hirano, Toshihiro Kimura

Program 4th Scene : Satoru Komiya

Program Final Scene : Toshihiro Kimura

System : Katuhiko Hirano

Music by : Hiroshi Tuda

Planned by : Eigo Okajima

$end

$info=orangeci,
$bio

Orange Club - Maru-hi Ippatsu Kaihou (c) 1988 Daiichi Denshi.

$end

$info=orangec,
$bio

Orange Club - Maru-hi Kagai Jugyou (c) 02/1988 Daiichi Denshi.


Mahjong with girls who are hooked on oranges!

Controlled with a mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Secret Extracurricular Lesson'.


The [BET] version of this game is known as "VIP Club - Maru-hi Ippatsu Kaihou".

$end

$info=orbit,
$bio

Orbit (c) 11/1978 Atari.

Game ID : 033689-033702


- TRIVIA -


On Orbit, Owen was basically asked to knock off Steve Russell's 'Spacewar!' (the first vector video game ever writen : 1962!) in RASTER for the European market in just 6 to 8 weeks, it was done quickly and there are small mistakes. Owen should have made the shots bigger for example, and the space stations could have had better graphics. But for a raster version of an original vector game in those days, Atari hit it fairly well.


There was 2 versions, a large upright cabinet (that may never have been shipped) and the smaller one with the long row of buttons. Atari did a very advanced version in the larger cabinet that had an electronic touch pad and lots of LEDs to indicate which options were selected, with a different type of buttons from the small cabinet. It was a very cool touch pad but all the same functions were there, just in a small space. It was a large cabinet with the touch pad over the monitor. The stereo sound was cool because it placed the sound where the objects were on the screen.


Owen also changed the option buttons to always work because he hated that in 'Spacewar!', once you picked the game and options, you were stuck with them for the entire game. If you bought and were playing a 15 minute game, it was a long time to realize you should not have picked negative gravity! Also, Owen needed to add something to the game to make it different (in addition to the switchable options), so the idea of getting new fuel, shots, and repairs from Space Stations seemed like a cool idea at the time. Too bad it did not work as well as Owen thought it would. That is why they are an option.


The last interesting note on Orbit was that the space stations actually DO orbit the sun, they are not on tracks. Owen gave them an initial hit of velocity at the start of each wave and the gravity routines do the rest (they ignore negative gravity, because the first time you selected it, they would fly off the screen). To test the gravity routines, on the bench Owen put the space stations into orbit around the sun, and just let it run for days. Several days later, they were still in orbit, but degraded a bit and a bit more elliptical. They finally lost orbit a few days later. Not that Owen needed to do this, he could have put them on tracks, but he wanted his 8 bit gravity math to work as well as possible all the other time.


- STAFF -


Designed and programmed by : Owen Rubin

$end

$info=orbitron,
$bio

Orbitron (c) 19?? Signatron USA.

$end

$info=ordyne,
$bio

Ordyne (c) 09/1988 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


This is the first game to use sprite scaling and massive sprite rotation.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989.


- STAFF -


Music composed by : Sinji Hosoe


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sony PlayStation (1996, "Namco Museum Vol.4")

$end

$info=orlegend,orlegndc,orlegnde,orld111c,orld105k,
$bio

Oriental Legend (c) 1997 IGS.


Fabulous beat-'em-up featuring player and enemy characters straight out of Asian myths and stories.


- TRIVIA -


This game is also known as "Xi Yo Gi Shi Re Zuang".


This game runs on the IGS PGM hardware.


- UPDATES -


REVISION 1 :

* Software version : 105


REVISION 2 :

* Software versuion : 111


REVISION 3 :

* Software versuion : 112


REVISION 4 :

* Software versuion : 126


- SERIES -


1. Oriental Legend (1997)

2. Oriental Legend Super (1999)


- STAFF -


Excutive producer : Alf

Program engineers : Lth, Why, Cji

Hardware engineers : Franklin,Wu, Chuang,Yu-Fen

Animation designers : Lai,Yao Kun, Wu, Szn Chlang, N.D, C.K.C, J.C.H, P.P.C, Y.J.S, L.C.U, Deby,Fu, Minchen,W., Su,Ping Chen, Melody, Andy,Chiu, Eagle Young, L.S.J, Akira Yuki, Chou,Hsien-Chin, M.A.Y, Kelly

Music conductor : Ray

Music & Sound effects : Eddie Yao

Directors : Mao,Li De, Liu,Guo Jun, Gao,Zhong Zen

Producers : Ko-Chu Lee, Paulchiang, A.C.Chen, Tzung Hui Cheng

$end

$info=olds,olds100,olds100a,
$bio

Oriental Legends Super (c) 1999 IGS.


- SERIES -


1. Oriental Legend (1997)

2. Oriental Legends Super (1999)

$end

$info=osman,
$bio

OSman (c) 1996 Mitchell.

$end

$info=othldrby,
$bio

Othello Derby (c) 1995 Sunwise.


- TRIVIA -


Based on the board game titled, aptly enough, Othello.

$end

$info=othellos,
$bio

Othello Shiyouyo (c) 1998 Success.


- TRIVIA -


The title of this game translates from Japanese as 'Let's do Othello'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=otonano,
$bio

Otona no Mahjong (c) 06/1988 Apple.


Mahjong taking place at a ritzy hotel.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Adult Mahjong'.

$end

$info=ogonsiro,
$bio

Ougon no Shiro (c) 1986 Taito.


- TRIVIA -


The title of this game translates from Japanese as 'Castle of Gold'.


This game is known outside Japan as "Gladiator".


Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively.


- UPDATES -


This version has a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way).

$end

$info=outrun,outruna,outrunb,outrundx,
$bio

Out Run (c) 11/1986 Sega.


High Action Road Racing Adventure! Enjoy the thrill of speeding over the world's famous road. The beautiful music still fascinates many fans today.


- TRIVIA -


Out Run was one of Sega's line of coin-ops based around two 68000 Processors. Unlike many driving games which were present at the time it used parallax scrolling, which created a unique sense of speed as detailed sprites rushed past the player. At a time when arcades were dominated by aerial-view driving games, Out Run stood out a mile with its chase-car view and spectacular scenery.


Out Run's gameplay was simple, but very addictive. The aim was to pass the checkpoints before running out of time. If you thought that the ability to choose different routes in a game was a new addition, then think again. Out Run definitely had the most advanced road forking system for the time, with a total of 15 courses, of which 5 had to be completed.


Unlike many realistic simulations, like Atari's "Pole Position", Out Run was the original 'boyracer' experience. It symbolised the spirit of the 80s, with a convertible Ferrari Testarossa, blonde bimbo in the passenger seat, thumping music, and numerous crashes. Upon crashing, your car wouldn't just explode, or come to a sudden halt like in many games, it flipped into the air, and rolled over the terrain, throwing the occupants out.


Opponent cars list :

* 1972 Volkswagen Beetle

* 1971 Chevrolet Corvette

* 1985 Porsche Carrera 911 Turbo

* 1985 BMW 325i Cabriolet E30


The music was also impressive, being driven by the popular Yamaha YM2151 FM sound chip. A choice of three memorable soundtracks, selectable at the start of the game, which stand out as some of the best arcade music ever produced. The names of the music selections are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.


An out run machine is played by Jake Gyllenhaal in the movie 'Donnie Darko'.


Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987.

Scitron released a soundtrack album for this game (Outrun / SEGA S.S.T. - PCCB-00081) on 02/1992. Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arrange versions.


- UPDATES -


In the Deluxe version, all the courses are in a different order.


- TIPS AND TRICKS -


* Super Speed : Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at app. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you app. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.


* Secret Credit Message : Right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.


* Fatest Route : The fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).


- SERIES -


1. Out Run (1986)

2. Out Run 3-D (1989, Sega Master System)

3. Battle Out Run (1989, Sega Master System)

4. Turbo Out Run (1989)

5. Out Run Europa (1991, Sega Game Gear)

6. Out Runners (1992)

7. Out Run 2019 (1993, Sega Mega Drive)

8. Out Run 2 (2003)


- STAFF -


Designed by : Yu Suzuki (YU.)

Music by : Hiroshi Miyauchi (MIY)

From highscore table : (BIN), (KAG), (MAT), (IKA), (A.O)


- PORTS -


* Consoles :

Sega Master System (1987)

NEC PC Engine (1990)

Sega Mega Drive (1991)

Sega Game Gear (1991)

Sega Saturn (1996)

Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")

Sega Dreamcast (2001, "Shenmue II")

Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")

Microsoft XBOX ("Shenmue II")

Microsoft XBOX (2004, "Out Run 2") : Hidden Content.


* Computers :

Commodore C64 (1987)

Amstrad CPC (1987)

Sinclair ZX Spectrum (1987)

MSX2 (1988)

Commodore Amiga (1988)

Atari ST (1989)

PC [MS-DOS, 5.25''] (1989)

PC [CD-ROM, Windows] (1999, "Sega Smash Pack")


* Others :

LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.

Mobile phones (2002)


- SOURCES -


The SEGA Out Run FAQ by Chris White & Andrew W. Sharples.

$end

$info=orunners,
$bio

Out Runners (c) 1992 Sega.


This game takes players on a touring race around the world via hairpin turns, dangerous detours and constantly changing road and weather conditions. Players can choose from eight exciting vehicles, each with its own set of characteristics. Speed and strategy will determine the victor as Out Runners challenges every ounce of driver skill.


- TRIVIA -


This game runs on the Sega System Multi 32 hardware.


Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365) on 15/12/1993.


- SERIES -


1. Out Run (1986)

2. Out Run 3-D (1989, Sega Master System)

3. Battle Out Run (1989, Sega Master System)

4. Turbo Out Run (1989)

5. Out Run Europa (1991, Sega Game Gear)

6. Out Runners (1992)

7. Out Run 2019 (1993, Sega Mega Drive)

8. Out Run 2 (2003)


- PORTS -


* Consoles :

Sega Mega Drive (1994)

$end

$info=outzone,outzonea,
$bio

Out Zone (c) 08/1990 Toaplan.

Game ID : TP-018


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.


- UPDATES -


Out Zone (set 2) uses different enemies in some stages and has extra bonuses compared to set 1. The music sequences are also in different orders between the sets.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- SERIES -


1. Out Zone (1990)

2. Fixeight (1992)


- STAFF -


Music and sound created by : Tatsuya Uemura

$end

$info=outfxies,outfxesj,
$bio

The Outfoxies (c) 1994 Namco.


An incredible "Rolling Thunder" type game from Namco! Tons of interactive stages as you take on a wide variety of professional assassins ranging from a Monkey to a pair of psychotic twins. A great 2 player versus game. Kill your enemy by any means necessary!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (The Outfoxies : Namco Game Sound Express Vol.20 - VICL-15042) on 21/06/1995.


- STAFF -


Concept and design : Masateru Umeda

Main programmer : Yoshiyuki Honda

System programmer : Toshiharu Hijita

Game programmer : Koichi Motokoide

Character designer : Miki Maemori

Field designer : Taro Okamoto

Music and sound effects : Masahiro Fukuzawa

Graphic designer : Akira Usukura

Logo designer : Hideaki Ito

Chief directorer : Masuya Ohishi

Product manager : Shinichiro Okamoto, Hajime Nakatani

Producer : Akihiko Tokue, Shukuo Ishikawa

Visual works : Yukiko Kaneko, Nobuko Endo, Muneyuki Tejima, Mitsuru Fukuoka, Tomoe Yamashita, Hisaharu Takahashi, Takashi Imaizumi, Hitomi Kusano, Kazuaki Fujimoto, Kanako Doi, Daisuke Tsushima, Kyoko Endo, Tomosuke Kashiwabara

$end

$info=outline,
$bio

Outline (c) 1982 Century Electronics.


- TRIVIA -


This game is also known as "Radar Zone".

$end

$info=overdriv,
$bio

Over Drive (c) 11/1990 Konami.

Game ID : GX789


Very fast First-person racing game.


- TRIVIA -


This game runs on a "Xexex" based hardware.

$end

$info=overtop,
$bio

Over Top (c) 04/1996 ADK.

Game ID : 0212


Controlled with an 8-way joystick and 2 buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=ozmawars,ozmawar2,
$bio

Ozma Wars (c) 12/1979 SNK.


- TRIVIA -


A copy of this game is known as "Space Phantoms".


A bootleg is known as "Solar Fight".


This is the first game manufactured by SNK (Shin Nihon Kikaku).

$end

$info=ozon1,
$bio

Ozon I (c) 1983 Proma.

$end

$info=p47j,
$bio

P-47 - The Freedom Fighter (c) 05/1988 Jaleco.


- TRIVIA -


This game is known outside Japan as "P-47 - The Phantom Fighter".


This game runs on the Jaleco Mega System 1-A system hardware


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.


- SERIES -


1. P-47 - The Freedom Fighter (1988)

2. P-47 Aces (1995)


- STAFF -


Sound composer : Shizuyoshi Okamura


- PORTS -


* Consoles :

NEC PC Engine (1989)


* Computers :

Atari ST (1989)

$end

$info=p47,
$bio

P-47 - The Phantom Fighter (c) 05/1988 Jaleco.


- TRIVIA -


This game is known in Japan as "P-47 - The Freedom Fighter".


This game runs on the Jaleco Mega System 1-A system hardware


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.


- SERIES -


1. P-47 - The Phantom Fighter (1988)

2. P-47 Aces (1995)


- STAFF -


Sound composer : Shizuyoshi Okamura


- PORTS -


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Amstrad CPC (1989)

Atrari ST (1989)

$end

$info=p47aces,
$bio

P-47 Aces (c) 1995 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.


- SERIES -


1. P-47 - The Phantom Fighter (1988)

2. P-47 Aces (1995)


- STAFF -


Sound : Manabu Namiki

$end

$info=pow,
$bio

P.O.W. - Prisoners of War (c) 08/1988 SNK.

Game ID : A7008 'DG'


After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.


- TRIVIA -


This game is known in Japan as "Datsugoku - Prisoners of War".


- STAFF -


Boss : Eikichi Kawasaki

Programmers : Konny, Regulus, Shoot Yamashita, Shochan

Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka

Sound : Tarkun, Yoko Osaka, Kenny


- PORTS -


* Consoles :

Nintendo Famicom (1989)

$end

$info=pacnpal,pacnpal2,
$bio

Pac & Pal (c) 07/1983 Namco.


- TRIVIA -


This game is also known as "Pac-Man & Chomp Chomp".


This game runs on the "Super Pac-Man" hardware.


First "Pac-Man" game to have music during gameplay.


- TIPS AND TRICKS -


* Easter Egg : Enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)

$end

$info=pacgal,
$bio

Pac-gal (c) 19??.


- TRIVIA -


This game is a hack of "Ms. Pac-Man".


- UPDATES -


This is "Ms. Pac-Man" with a color change and a new name. Also, the Midway name has been removed although the Midway logo is still there.

$end

$info=pacland,pacland2,pacland3,paclandm,
$bio

Pac-Land (c) 08/1984 Namco.


He's out of the maze and on the road. Pac-Man's headed for the wide open spaces and the scenery couldn't be better! The dot-chomping leads the way through 19 magical adventures en route to Fairyland.

Controlled with a 2-way joystick and one button.


- TRIVIA -


Licensed to Bally Midway for US manufacture and distribution (10/1984).


This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music come from this show. The background music that plays during the levels is the same as the cartoon's theme song.


- UPDATES -


(Midway), (set 1) and (set 2) versions enable you to pick your stage, (Set 3) just goes into stage 1.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- PORTS -


* Consoles :

NEC PC Engine (1989)

Atari Lynx (1991)

Sony PlayStation (1996, "Namco Museum Vol.4")

Nintendo Famicom


* Computers :

Commodore C64 (1988)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sharp X68000 (1994)

MSX


* Others :

LCD handheld game (1984) released by Namco.

$end

$info=pacman,pacmanm,pacmod,pacmanbl,pacmanf,
$bio

Pac-Man (c) 10/1980 Midway.


A sensational maze game! The player must guide the Pac-Man about the maze, scoring points by munching up the dots in his path. Four ghost monsters chase after the Pac-Man trying to capture and deflate him.


- TRIVIA -


Pac-Man was first introduced to the arcades at the end of 1980. The voracious little critter caught the hearts and imaginations of the public like no other game and is the hallmark of the golden age of video games.


Developed by Namco, the game was called "Puckman" in Japan, but due to American's predilection with changing words to vulgarities by scratching part of the word off (Puck to...well, you know), it was changed to 'Pac-Man'. The name 'Pac-Man' is derived from the Japanese slang word 'paku-paku', which means 'to eat'.


Pac-Man was conceived at lunchtime...literally. The designer, who was 26 at the time, was very hungry and ordered a whole pizza for himself. He took one slice and Pac-Man was born. The game took 1 1/2 years to complete and had five people on its team. Pac-Man is the greatest selling arcade game of all time and is arguably the most well-known video character. It had its own cartoon, lunch box, board game and hundreds of other products. Pac-Man was also the first game to have a 'character' and changed the face of video games forever. Pac-Man was the first video game to be as equally popular to women as it was with men. Pac-Man's cult status in the early 80s was so great, it even inspired a catchy hit song by Buckner and Garcia called 'Pac-Man Fever' released on the album of the same name.


* A place in video game history : "Pac-Man is the most universally known arcade game," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Everybody knows about Pac-Man. And, I've noticed, most everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it.".


* The great 25-cent escape : "People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it," Lindsey said. "People remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games. You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little bit looser in its style of game play -- more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more : You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies.". After all these years, the challenge of Pac-Man still remains.

"You can also get into some really fun jams, when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds," Lindsey said. "It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game.".


After the 255th level, Pac-Man locks up. This lockup does not occur if, at the end of level 254, the number '255' appears at any point within your score.


The alien spaceship "Galaxian" makes an appearance as a bonus item in the later levels.


Note : There are 240 dots per board.


Note 2 : Excluding bootlegs there are 23 different name/nickname combinations for the ghosts in "Pac-Man" (24 including 'Sue' from "Ms. Pac-Man").


A hack of this game is known as "Hangly Man".


A Pac-Man unit appears in the movie 'Getting There', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and in the 1985 movie 'The Heavenly Kid'.


MB (Milton Bradley) released a boardgame based on this video game (Pac-Man Game) in 1982.


- UPDATES -


The monsters have names and nicknames which were, in Pac-Man : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, aqua and orange in color, respectively. In the original "Puckman", these monsters were named Akabei (red-guy), Pinky, Aosuke (blue-guy), and Guzuta (slow-guy). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky).


Midway's new revision program for Pac-Man was released in 12/1981, the new program increases the difficulty of the game and adds a new challenge to players already familiar with the original.


The bootleg version on the "Galaxian" hardware has different colors and screen proportions. Credit, Level & Lives remaining are incoporated in the Maze section (look at the middle exits). The sound is also quite a bit different.


- TIPS AND TRICKS -


* Easter egg :

1) Enter service mode.

2) Press and hold the 1P and 2P buttons and toggle service mode off and on quickly to bring up the alignment grid.

3) Enter the sequence: Up(x4), Left(x4), Right(x4), Down(x4)

4) MADE BY NAMCO will appear sideways in red.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- STAFF -


Designed by : Toru Iwantani

Programmed by : Hideyuki Mokajima

Music & Sound by : Toshio Kai


- PORTS -


* Consoles :

Atari 2600 (1981)

Atari 5200 (1982)

Colecovision (1983)

Mattel Intellivision (1983)

Sega Game Gear (1990)

SNK Neo-Geo Pocket (1990)

Nintendo Famicom (1993)

Sony PlayStation (1995, "Namco Museum Vol.1")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Nintendo Game Boy Advance (2001, "Pac-Man Collection")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")

Emerson Arcadia ("Gobbler")

Nintendo Game Boy


* Computers :

Exidy Sorcerer (1981, "Chomp")

Atari 400 (1982)

Atari 800 (1982)

Commodore VIC20 (1982)

PC [MS-DOS] (1983)

Fujitsu FM-7 (1984)

Acorn Electron (1984, "Snapper")

MSX (1984)

Amstrad CPC (1985)

Atari ST (1986, "Spook - Mighty Munchers")

Sinclair ZX Spectrum

Commodore C64

Apple II

Sharp X68000


* Others :

VFD handheld game (1981) by Coleco.

LCD handheld game (1992) released by MGA (Micro Games of America).

Arcade (1996, "Namco Classics Collection Vol.2")

LCD handheld color game (1999) released by MGA (Micro Games of America).

Appears on the Namco Classics TV game, manufactured by Jakks Pacific (2003).

$end

$info=pacnchmp,
$bio

Pac-Man & Chomp Chomp (c) 1983 Namco.


- TRIVIA -


This game is also known as "Pac & Pal".


This game runs on the "Super Pac-Man" hardware.


First "Pac-Man" game to have music during gameplay.


Chomp-Chomp is Pac-Man's dog from the Hanna-Barbera Pac-Man cartoon. He also had a cat named Sour Puss.


- TIPS AND TRICKS -


* Easter Egg : Enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac-Man & Chomp Chomp (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)

$end

$info=pacplus,
$bio

Pac-Man Plus (c) 1982 Namco.


- TRIVIA -


Licensed to Bally Midway.


Pac-Man Plus is an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)

$end

$info=pacmania,pacmanij,
$bio

Pac-Mania (c) 11/1987 Namco.


The last Pac-Man game that strictly adheres to the classic "Pac-Man" gameplay of navigating an enclosed maze and avoiding ghosts (or eating them after eating a power pellet) with the goal of eating all the dots in the maze, all from a fixed overhead perpsective. Pac-Man is given the new ability to jump, but only within the path (so you can't jump over the walls to cut across the map, for example). You can use the new ability to jump over ghosts or over particular items to avoid eating them.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.


- UPDATES -


There are more levels in the Japanese version.


The US version lets you select a level when you start.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- STAFF -


Game designer : St. Daimyojin

Character designers : T. Yamashita, A. Usukura

Visual designers : Satoshi S., Babe. Teshina, Yukari M., Tomoyuki S.

Music and sound : Junko Ozana, Yuriko Keino, Hiroto Tomro (TOM)

Game programmer : Taro. Shimizu

System programmers : Taro. Shimizu, Kosei M., Dr. Tam., H. Yamazaki, .. and Superiors.

System designers : Toru Ogawa, Takao Okada, Makoto Inoue, Dr. Tam, .. and Superiors.

Directors : St. Daimyojin, T. Twatant

Presenter : Fun First Pro.


- PORTS -


* Consoles :

Nintendo Famicom (1990)

Sega Master System (1991)

Sega Mega Drive (1991)

Sony PlayStation (1997, "Namco Museum Vol.5")

Nintendo Game Boy Advance (2001, "Pac-Man Collection")

Nintendo Gamecube (2002, "Namco Museum")

Sony Playstation 2 (2002, "Namco Museum")

Miscrosoft Xbox (2002, "Namco Museum")


* Computers :

Sinclair ZX Spectrum (1988)

Atari ST (1988)

Amstrad CPC (1988)

Commodore C64 (1988)

Commodore Amiga (1988)

MSX2 (1989)

Sharp X68000

$end

$info=pacapp,
$bio

Paca Paca Passion (c) 1999 Produce.


A rhythm action game.


- TRIVIA -


Licensed to Namco for distribution.


This game runs on the Namco System 12 hardware.


- SERIES -


1. Paca Paca Passion (1998)

2. Paca Paca Passion 2 (1999)

3. Paca Paca Passion Special (1999)


- PORTS -


* Consoles :

Sony PlayStation (1999)

$end

$info=pkgnsh,
$bio

Pachinko Gindama Shoubu (c) 1998 Nakanihon / Dynax.


- SERIES -


1. Pachinko Gindama Shoubu (1998)

2. Pachinko Gindama Shoubu DX (1998)

$end

$info=pkgnshdx,
$bio

Pachinko Gindama Shoubu DX (c) 1998 Nakanihon / Dynax.


- SERIES -


1. Pachinko Gindama Shoubu (1998)

2. Pachinko Gindama Shoubu DX (1998)

$end

$info=sxyreact,
$bio

Pachinko Sexy Reaction (c) 1998 Sammy.


- TRIVIA -


The pinball-like game of Pachinko is extremely popular in Japan and can be found in many American casinos. The term Pachinko is derived from the Japanese word pachi-pachi, meaning the clicking of small objects or the crackling of fire. While the origins of pachinko are unknown, it most likely descended from the 'Corinth Game' which originated in Chicago, USA. The game appeared in Japan in the early 1920's and the first Pachinko hall was opened in the Osaka Prefecture. Takeichi Masamura is known as the founder of today's pachinko for he developed the 'Masamura Gauge', an arrangement of nails that became the basis for most of today's pachinko machines. In the 1980's pachinko machines became computerized and now have sounds and graphics that make the game more exciting. Pachinko is similar to pinball in that small 11mm steel balls are shot onto the playing surface where they haphazardly bounce around and through a network of nails. The object of the game is to have the balls directed into winning pockets, whereby you receive more balls that equate to a prize or a monetary amount. The pachinko player is only responsible for controlling the speed by which the pachinko balls are shot onto the playing surface, from then on it basically becomes a game of chance. To initiate play you insert money to purchase a number of balls that are dropped into a loading area. By pulling the handle-like knob, one ball is released and projected by a spring. Most of the balls will fall unsuccessfully through the pins to the bottom, but some will fall into special pockets that activate a slot machine. At this point you are instantly rewarded with a set number of balls and if the same three symbols match up on the reels, you win an even greater amount.


- SERIES -


1. Pachinko Sexy Reaction (1998)

2. Pachinko Sexy Reaction 2

$end

$info=paddle2,
$bio

Paddle 2 (c) 1988.


- TRIVIA -


This game is a bootleg of "Arkanoid".

$end

$info=paddlema,
$bio

Paddle Mania (c) 1988 SNK.

Game ID : Alpha-68K96I 'PM'


- STAFF -


Produced by : Yanbal, Tama

Sub Programmer : Sho Chan

Character designers : Tsuka Chan, Hamachi, Hidetoshi

Sound producers : Oh! Chan, Kenny

Mechanic team : Nishide, Ebara

Colaboration : Design Division

$end

$info=pntnpuzl,
$bio

Paint & Puzzle (c) 19?? Unknown.

$end

$info=paintrlr,
$bio

Paint Roller (c) 19??.


- TRIVIA -


This game is a bootleg of "Crush Roller".

$end

$info=paintlad,
$bio

Painted Lady (c) 1992 Gaelco.


- TRIVIA -


This game is also known as "Splash!".


Painted Lady was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Painted Lady was a big success.


- SERIES -


1. Painted Lady (1992)

2. Glass (1993)

$end

$info=pairsnb,
$bio

Pairs (c) 1989 Nichibutsu.

$end

$info=pairsten,
$bio

Pairs - Dennou Shinkeisujiaku (c) 08/1989 System Ten.


Match a pair of pictures, clear the level and eventually see some animated cartoon-ish babes playing with various toys.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Electrobrain Nervous Breakdown'.

$end

$info=pairs,pairsa,
$bio

Pairs - Featuring The Giffy Girls (c) 09/1994 Strata / Incredible Technologies.


The game is played with a standard deck of cards (52 cards plus two jokers). These are laid out in a 6x10 grid. You begin by selecting a card, it turns over, and then you try to select another card that matches. If both of your cards match, then they are both taken away (and a bit of the picture is revealed underneath them). If they don't match, then they are flipped back over and you must try again. The number of chances you have is kept track of with hearts at the bottom of the screen, you get an extra heart each time you guess correctly, and you lose a heart each time you guess incorrectly. The game has 8 different women to choose from, and there are four stages for each woman (the pictures get naughtier at each stage). Once all 32 of those stages are completed, you get to play several bonus stages that have pictures of several women together. This is a really fun game, despite its obvious adult trappings.


- TRIVIA -


This game was released as a conversion kit, and can be found in a wide variety of different arcade cabinets. It will most often be found in bartop or converted cocktail units, due to the fact that this game was designed for bars, and bars prefer those form factors.


- UPDATES -


Revision 1 :

* Software version : 09-07-1994


Revision 2 :

* Software version : V1.2 09-30-1994

$end

$info=pairlove,
$bio

Pairs Love (c) 1991 Athena.

$end

$info=toride2g,
$bio

Paitoride II - Adauchi Gaiden (c) 03/1994 Metro.


Solitaire mahjong game.


- TRIVIA -


The title of this game translates from Japanese as 'Revenge Side Story - Tile Fortress II'.


- SERIES -


1. Last Fortress - Paitoride (1994)

2. Paitoride II - Adauchi Gaiden (1994)

3. Dai Paitoride (1996)

$end

$info=palamed,
$bio

Palamedes (c) 1990 Taito.

Game ID : C63


- TRIVIA -


This game runs on the Taito L System hardware.


- PORTS -


* Consoles :

Nintendo Famicom (1990)

Nintendo Game Boy (1990)


* Computers :

MSX2

$end

$info=pandoras,
$bio

Pandora's Palace (c) 02/1984 Konami / Interlogic.

$end

$info=pang,pangb,
$bio

Pang (c) 1989 Mitchell.


- TRIVIA -


This game is known in Japan as "Pomping World" and in US as "Buster Bros".


The bootleg version was released in 1990.


- SERIES -


1. Pang (1989)

2. Super Pang (1990)

3. Pang! 3 (1995)

4. Mighty! Pang (2000)


- STAFF -


Planner : NDA

Programmers : Hospitel Masa, Mamichan Otona

Music composer : Tamayo Kawamoto

Character designers : Hiramattyo, Oyuu

Direction : Kihaji Okamoto


- PORTS -


* Consoles :

Amstrad GX4000 (1990)

Nintendo Game Boy (1993)


* Computers :

Amstrad CPC+ (1990)

Atari ST (1990)

Commodore Amiga (1990)

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)


* Others :

Mobile phone [Nokia 7650] (2003)

$end

$info=pangpoms,pangpomm,
$bio

Pang Pom's (c) 1992 Metro.


- TRIVIA -


Also licensed to Mitchell.


- STAFF -


Producer : M. Ichimura

Director : Mr. Machida

Game designer : Yos.S

Programmer : Mr. Tanida

Visual designers : Ponta, Suzuki, Asaku, Kayoko

Manual editor : Tawa

Sound data sequencer : K. Takeuchi

$end

$info=pang3,
$bio

Pang! 3 (c) 05/1995 Mitchell.


- TRIVIA -


This game is known in Japan as "Pang! 3 - Kaitou Tachi no Karei na Gogo" and in US as "Buster Buddies".


This game runs on the Capcom Play System hardware (CPS).


Here is a detailed list of famous paintings appearing in this order :

'La Bohémienne Endormie' by Henri Julien Rousseau, 1897.

'The Scream' by Edvard Munch, 1893.

'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century.

'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888.

'Les Glaneuses' by Jean Francois Millet, 1857.

'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891.

'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881.

'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916.

'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485.

'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814.

'Mona Lisa' by Leonardo da Vinci, 1506.

'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794.


- TIPS AND TRICKS -


* Stage Select : Select Normal mode while putting the joystick Down.


* Expert Mode : Select Normal mode with 1P and 2P SHOT buttons simultaneously.


* Win 500 points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds.


- SERIES -


1. Pang (1989)

2. Super Pang (1990)

3. Pang! 3 (1995)

4. Mighty! Pang (2000)


- STAFF -


Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan)

Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa

Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo.

Artists : Y.N, Akagi, Joe, A. Hamada

Music composer : Isao Abe (Oyaji)

Sound designers : Toshio Kajino, Hiroaki Kondo

Supervisor : Kihaji Okamoto


- PORTS -


* Consoles :

Sony Playstation (1997, "Super Pang Collection")

$end

$info=pang3j,
$bio

Pang! 3 - Kaitou Tachi no Karei na Gogo (c) 05/1995 Mitchell.


- TRIVIA -


The subtitle of this game translates from Japanese as 'The Magnificent Afternoon of the Mysterious Thieves'.


This game runs on the Capcom Play System hardware (CPS).


This game is known outside Japan as "Pang! 3" and in US as "Buster Buddies".


Here is a detailed list of famous paintings appearing in this order :

'La Bohémienne Endormie' by Henri Julien Rousseau, 1897.

'The Scream' by Edvard Munch, 1893.

'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century.

'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888.

'Les Glaneuses' by Jean Francois Millet, 1857.

'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891.

'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881.

'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916.

'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485.

'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814.

'Mona Lisa' by Leonardo da Vinci, 1506.

'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794.


- TIPS AND TRICKS -


* Stage Select : Select Normal mode while putting the joystick down.


* Expert Mode : Select Normal mode with 1P and 2P SHOT buttons simultaneously.


* Win 500 points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds.


- SERIES -


1. Pang (1989)

2. Super Pang (1990)

3. Pang! 3 - Kaitou Tachi no Karei na Gogo (1995)

4. Mighty! Pang (2000)


- STAFF -


Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan)

Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa

Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo.

Artists : Y.N, Akagi, Joe, A. Hamada

Music composer : Isao Abe (Oyaji)

Sound designers : Toshio Kajino, Hiroaki Kondo

Supervisor : Kihaji Okamoto

$end

$info=panicbom,
$bio

Panic Bomber - Bomberman (c) 01/1995 8ing / Hudson.

Game ID : 0073


Controlled with an 8-way joystick and one button.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

NEC PC Engine CD

$end

$info=panicstr,
$bio

Panic Street (c) 1999 Kaneko.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- STAFF -


Programmers : Mr. XX, Y-Nakanome, M-Hatake

Graphic designers : Ryo Kimura, Tanron, Eno-Hitomi, H-Ito, RDS-M

Sound : S. Maruyama

Cast : Yuki Kaida, Umi Tenjin, Kun Fuzuki, Shizuka Aoki, Hizuru Kurita, Yoshiaki Matsumoto, Rikiya Kinouchi

$end

$info=paperboy,paperbr2,paperbr1,
$bio

Paperboy (c) 12/1984 Atari Games.

Game ID : 136034


The player controls a paperboy on a bicycle delivering newspapers along a suburban street. From the semi-isometric view, the player attempts to deliver newspapers to subscribing customers, attempts to vandalize non-subscriber's homes and must avoid hazards along the street. Successful completion of the route each week earns new subscribers.


- TRIVIA -


This game runs on the Atari System 2 hardware.


On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad file a suit against Atari Games 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 "110,000,000"!


- SERIES -


1. Paperboy (1984)

2. Paperboy II (1992, Sega Mega Drive)

3. Paperboy (1999, Nintendo 64)


- STAFF -


Designed and programmed by : John Salwitz, Dave Ralston, Russel Dawe (Rusty)

Game art by : Doug Snyder

Sound by : Hal Canon

Animation by : Will Noble


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Atari Lynx (1990)

Nintendo Game Boy (1990)

Sega Mega Drive (1991)

Sega Game Gear (1992)

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Sega Master System


* Computers :

Sinclair ZX Spectrum (1986)

Commodore C64 (1986)

Amstrad CPC (1987)

Atari ST (1989)

Commodore Amiga (1989)

$end

$info=paradise,
$bio

Paradise (c) 1994 Yun Sung.


Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.


- TRIVIA -


All music in this game is a rearranged version of the 'Lemmings' soundtrack.

$end

$info=pturn,
$bio

Parallel Turn (c) 1984 Jaleco.

$end

$info=parodius,parodisj,
$bio

Parodius Da! - Shinwa kara Owarai e (c) 04/1990 Konami.

Game ID : GX955


- TRIVIA -


The subtitle of this game translates from Japanese as 'From Myth to Joke', which is a homage to the "Gradius III" subtitle : 'From Legend to Myth'.


This game runs on the TMNT2 hardware.


Pentarou is from the MSX game "Antarctic Adventure".

The second boss (Patrotic Eagle) is similar to the first boss of "Gradius 2" (phoenix). This boss is often coined as a reason why Parodius was never released in the U.S.

The Vegas dancer near the end of the second stage is similar to the robot spider near the end of Gradius 2. She appears in other Parodius games as well.


During the attract mode, a lot of penguins are looking at a short history tour of the "Gradius" series.


Stage 1 crucial part music is a remix of 'Symphony No.9 4th Movement', by Beethoven.

Stage 1 boss music is a remix of 'The Flight of the Bumble Bee', by R. Korsakov.

Stage 2-1 music is a remix of 'Op.71a the Nutcracker', by P. Tchaikovsky.

Stage 2-2 music is a remix of the music from "Gradius III".

Stage 2 boss music is a remix of the music from "Gradius II".

Stage 3 music is a megamix of 'Op.71a the Nutcracker', by P. Tchaikovsky. And 'Overture to William Tell', by G. Rossini.

Stage 3 boss music is a remix of 'Orphée aux enfers', by J. Offenbach.

Stage 4 music is a remix of 'Danse du sabre', by A.I. Khachaturyan.

Stage 5 music is a remix of 'L'Arisienne suite No.2', by G. Bizet.

Stage 6 music is a remix of 'from Gunkan March', by Japanese Martial Song.

Stage 6 boss music is a remix of the music from "Gradius".

Stage 7 music is a remix of 'Op.71a the Nutcracker Valse des Fleurs', by P. Tchaikovsky.

Stage 8 music is a megamix of 'Violine Konzert e moll', by F. Mendelssohn. And 'Unter dem Doppeladler', by J. F. Wagner.

Stage 9 music is a megamix of 'Peer Gynt Suite', by E. Grieg. And 'Swan Lake', by P. Tchaikovsky.

Stage 9 boss music is a remix of 'William Tell Overture', by G. Rossini.

Stage 10 and Stage 10 boss music are remix of music from "Gradius".


King Records released a limited-edition soundtrack album for this game (Parodius Da! Original Game Soundtrack - KICA-1011) on 21/07/1990.


- SERIES -


1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)

2. Parodius Da! - Shinwa kara Owarai e (1990)

3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)

4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)

5. Sexy Parodius (1996)


- STAFF -


Main programmers : Chichibinta, Tsukasa

Sub-programmer : Tyuken

Character designers : GaKincho, Touyou Syoutarou, Takemasa.M, Mory-Wandyu, Mikachan

Sound : -Cameo- Matano, -Dokuo- Umeno

Hard designer : Dendoukonisi

Tool designers : Au Toshimi, Kanton Ten


- PORTS -


* Consoles :

Nintendo Game Boy (1991)

NEC PC Engine (1992)

Nintendo Famicom (1992)

Nintendo Super Famicom (1992, "Parodius Non-Sense Fantasy")


* Computers :

Sharp X68000 (1991)

$end

$info=prtytime,
$bio

Party Time - Gonta The Diver II (c) 1995 Mitchell.


- TRIVIA -


This game is known in Japan as "Ganbare! Gonta!! 2".


- SERIES -


1. Lady Killer (1993)

2. Party Time - Gonta The Diver II (1995)

$end

$info=pass,
$bio

Pass (c) 1992 Oksan.


- STAFF -


Boss : Kim .Y.H

Hardware : Yun .H.S

Software : Yun .H.S

Game Designer : Yun .H.S

Graphics : Bae .K.H, Sim .M.S, Jo .S.M, Yoo .M.S, Ahn .Y.M

$end

$info=passsht,passshtb,passht4b,
$bio

Passing Shot (c) 1988 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- PORTS -


* Computers :

Atari ST (1988)

Commodore C64 (1989)

Commodore Amiga (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

$end

$info=pastelg,
$bio

Pastel Gal (c) 12/1985 Nichibutsu.


An earlier mahjong game controlled with a mahjong control panel.

$end

$info=pblbeach,
$bio

Pebble Beach - The Great Shot (c) 1995 T&E Soft.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).

$end

$info=peekaboo,
$bio

Peek-a-Boo! (c) 05/1993 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-D system hardware.

$end

$info=peggle,pegglet,
$bio

Peggle (c) 1991 Strata / Incredible Technologies.


- STAFF -


Game concept / Art : Scott Morrison

Programmer : Janie Zeto

Sounds : Leif Marwede

Hardware / Support : Ann Vonckx, Bill Remer

$end

$info=pengo,pengo2,pengo2u,pengob,pengo3u,pengo4,
$bio

Pengo (c) 10/1982 Sega.

Game ID : 834-0386


Pengo the Penguin is the eponymous star of Pengo the video game. The basic layout of Pengo is akin to "Pac-Man", in that it is a top down, 2D, gridlike arrangement. The maze is made from blocks of ice that Pengo can push to obliterate the enemies - the 'Sno-Bees'. One of Pengo's distinguishing features is its 'interactive walls'. If Pengo pushes the wall it goes into 'freeze mode', and any Sno-Bees next to the wall are instantly frozen.


- TRIVIA -


A bootleg of this game is known as "Penta".


- UPDATES -


(Set 2) draws its maze much more quickly and has snappy original music, whereas (Set 1)'s music is a copy of an instrumental pop song (Hot Butter - Popcorn - 1972).


- STAFF -


Designed and programmed by : Nobuo Kodera, Tsutomu Iwane, Akira Nakakuma, Shinji Egi


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

Sega Game Gear (1990)

Sega Saturn (1997, "Sega Memorial Selection Vol.1")


* Computers :

Atari 800 (1983)

Commodore C64 (1983, "Petch")

Amstrad CPC (1986, "Troglo")


* Others :

Mobile phones (2001)

$end

$info=penbros,
$bio

Penguin Brothers (c) 2000 Subsino.


A *Cool* cross between Bubble Bobble and Bomberman.


- STAFF -


Producers : Masanori Kagawa (NSI), Seiji Kurokawa (ADD), Tadayuki Emori (EMS)

Game designer : Ago

System programmer : M. Shimazaki

Game arranger : T. Senba

Sound : Reeb, Yamanaka (Calura)

Graphic : Ago, Mika. S, T. Senba

Game programmers : Ago, M. Shimazaki

Story : T. Senba

Management : T. Emori

$end

$info=pkunwar,pkunwarj,
$bio

Penguin-Kun Wars (c) 1985 UPL.


- SERIES -


Penguin-Kun Wars (1985)

Penguin-Kun Wars 2 (1988, MSX 2)


- STAFF -


Tsutomu Fuzisawa, Ogata, Nobuyuki Narita, Kosikawa


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Nintendo Game Boy (1990, "King of the Zoo")


* Computers :

MSX (1986)

$end

$info=penta,
$bio

Penta (c) 1982 Zaccaria.


- TRIVIA -


This game is an Italian bootleg of "Pengo".

$end

$info=pepper2,
$bio

Pepper II (c) 06/1982 Exidy.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


- PORTS -


* Consoles :

Colecovision (1983)

$end

$info=percuss,
$bio

The Percussor (c) 1981 Orca.

$end

$info=perestro,perestrf,
$bio

Perestroika Girls (c) 1993 Promat.


- TRIVIA -


Also licensed to Fuuki.


This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Super Qix".

$end

$info=pbillrd,pbillrds,
$bio

Perfect Billard (c) 1987 Nihon System.

$end

$info=psoldier,
$bio

Perfect Soldiers (c) 09/1993 Irem.


Seven selectable characters for you to choose from in this early. 90's space-themed fighter.


- TRIVIA -


This game is known in US as "Superior Soldiers".


This game runs on the Irem M-92G system hardware.


- STAFF -


Game planners : Roo, Hirogon, Oni.Nag

Programmer : Nagomi

Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy

Sound : Irem Sound Team

$end

$info=perfrman,perfrmau,
$bio

Performan (c) 04/1985 Toaplan.


- TRIVIA -


Licensed to Data East.


This game runs on the "Tiger-Heli" hardware.

$end

$info=pestplce,
$bio

Pest Place (c) 1983.


- TRIVIA -


This game is a bootleg of "Mario Bros."

$end

$info=peterpak,
$bio

Peter Pack-Rat (c) 1984 Atari Games.

Game ID : 136028


Players control Peter Pack Rat on his quest to collect treasures and bring them back to his nest.


- TRIVIA -


This game runs on the Atari System 1 hardware. Approximately 500 units were produced.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991.

- STAFF -


Designed and programmed by : Peter Thompson (PCT)

Art and animation by : Debbie Hayes (DAH)

Sound by : Mike Fuller

$end

$info=pettanp,
$bio

Pettan Pyuu (c) 1984 Sun Electronics.

Game ID : TVG16

$end

$info=phantasm,
$bio

Phantasm (c) 1991 Jaleco.


Talk about lousy days! During a walk with your girlfriend you are ambushed by unknown guys who take your girl away and shoot you dead! Now, as a wandering spirit with the ability to possess almost anybody you come across, you are summoned by your girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage so that you can rest in peace. Features colourful cartoony graphics, decent music & sound effects, lots of variety (since you can possess any enemy except bosses!) and classic platform action.


- TRIVIA -


This game is known outside Japan as "Avenging Spirit".


This game runs on the Jaleco Mega System 1-A system hardware.


- TIPS AND TRICKS -


* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending.


- STAFF -


Total planner : Toku

Game designer : Myaa

Programmer : T. Hata

Character designers : Sanbo, H. Mamoru

B.G. designers : Seven Star, C 57

Sound producer : Tykoon Mori

Sound composer : Studio O. K.

$end

$info=phantom2,
$bio

Phantom II (c) 10/1979 Midway.

Game ID : 652

$end

$info=phantoma,
$bio

Phantomas (c) 1981 Jeutel.


- TRIVIA -


This game is a French version of "Spectar".


This game runs on the Exidy 6502 hardware.

$end

$info=phelios,
$bio

Phelios (c) 1988 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.


- STAFF -


Music composed by : Yoshinori Kawamoto (Kawagen)

$end

$info=phoenix,phoenixt,phoenix3,phoenixc,phoenixa,
$bio

Phoenix (c) 12/1980 Amstar.


Phoenix is a vertical shooter with many similarities to "Galaxian" and "Space Invaders". You pilot a lone ship that can only move back and forth at the bottom of the screen. Your normal enemies are small bird-like spaceships that fly in formation, and attack just like the ones in "Galaxian". But this is not just a Galaxian clone, as Phoenix adds to the basic formula by including large multi-part enemies (the Phoenixes themselves), a 'shield' button, and a large mothership level. All that extra gameplay is obviously going to have a bit of a price tag attached, and Phoenix paid that price with the graphics. Phoenix has much simpler graphics than "Galaxian", and the ships move in a very mechanical fashion (making "Galaxian" look better, even though they are equally fun).


- TRIVIA -


This game is also known as "Griffon".


Phoenix was the first multi-level space shooter and also the first shooter to include bosses.


Licensed to Centuri for US manufacture and distribution (03/1981). Most Phoenix games will be in a standard Centuri woodgrain cabinet, but several other cabinets exist, due to this game being sold by multiple companies at the same time. These use sticker sideart (which covers the upper half of the machine), and glass marquees. The control panel is made up entirely of buttons, no joysticks are present. The monitor in this machine is mounted vertically, and the monitor bezel is relatively unadorned. Phoenix uses a unique wiring harness, which isn't know to be compatible with any other games.


Some bootlegs / hacks are known as "Batman Part 2", "Falcon" and "Condor".

A French hack of this game is known as "Vautour".


- TIPS AND TRICKS -


* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you will get 200,000 points instead of 200 - The best way to get the 200,000 point bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. If you repeat the trick after succesfully doing it the first time, you lose 200,000 points however - so make sure you only do it once !.


- SERIES -


1. Phoenix (1980)

2. Pleiads (1981)


- PORTS -


* Consoles :

Atari 2600 (1982)


* Computers :

Commodore C64 (1984, "Eagle Empire")

$end

$info=photoy2k,
$bio

Photo Y2K (c) 1999 IGS.


- TRIVIA -


This game is known in Japan as "Real and Fake".


This game runs on the IGS PGM hardware.


- SERIES -


1. Photo Y2K (1999)

2. Photo Y2K 2 (2000)

$end

$info=phozon,
$bio

Phozon (c) 08/1983 Namco.


- TRIVIA -


This game runs on the "Gaplus" hardware.


- TIPS AND TRICKS -


* Easter Egg : Enter service mode and enter the following sequence : Up(x4), Right, Down, Left(x2).

'(c) (p) 1983 NAMCO LTD.' will be added at the bottom of the screen.


- STAFF -


Music and sound composed by : Yuriko Keino


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.2")


* Computers :

PC [Windows, CD-Rom] (1997, Namco History Vol.2")

$end

$info=phrcraze,
$bio

Phraze Craze (c) 1986 Merit.

$end

$info=pickin,
$bio

Pickin' (c) 1983 Valadon Automation.

$end

$info=pignewt,pignewta,
$bio

Pig Newton (c) 1983 Sega.

$end

$info=pigout,pigouta,
$bio

Pig Out - Dine Like a Swine (c) 06/1990 Leland.


- STAFF -


Direction : John Rowe, Medo Moreno, Dan Viescas

Art : Jerry Huber

Software : Cris Fitch, Joe Kosic

Music / Fx : Sam Powell

Sound software : Michelle Simon

Hardware : Alex McKay, Eric Henderson

Cabinet art : Scott Benefiel

Cabinet designer : Dave Scott

$end

$info=pigskin,
$bio

Pigskin 621AD - Ancient Archrivals on a Rampage (c) 1990 Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 68k hardware.


- STAFF -


Concept and design by : Brian Colin, Jeff Nauman


- PORTS -


* Consoles :

Sega Mega Drive (1990, "Jerry Glanville's Pigskin Footbrawl")

$end

$info=pltkids,pltkidsa,
$bio

Pilot Kids (c) 1998 Psikyo.


- TRIVIA -


This game runs on the Sega Model 2A hardware.


An enemy character that appears on Stage 6 is a homage to Bruce Lee.


Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.


- STAFF -


Music composed by : Manami Matsumae

$end

$info=pbaction,pbactio2,
$bio

Pinball Action (c) 1985 Tehkan.


- SERIES -


1. Pinball Action (1985)

2. Super Pinball Action (1991)

$end

$info=pbchmp95,
$bio

Pinball Champ '95 (c) Veltmeijer Automation

$end

$info=pinbo,pinbos,
$bio

Pinbo (c) 1984 Jaleco.

Game ID : PB-8421


- TRIVIA -


A bootleg of this game was released by Strike in 1985.

$end

$info=ppmast93,
$bio

Ping Pong Masters '93 (c) 1993 Electronic Devices.

$end

$info=pballoon,
$bio

Pioneer Balloon (c) 03/1982 SNK.

$end

$info=pipedrm,pipedrmj,
$bio

Pipe Dream (c) 1990 Video System.


- TRIVIA -


This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST.


- STAFF -


Sound composer : Naoki Itamura

Sound FX : K. Okuda

$end

$info=pipibibs,pipibibi,
$bio

Pipi & Bibis (c) 1991 Toaplan.

Game ID : TP-025


- TRIVIA -


Licensed to Nova Apparate GMBH & Co. for Europe.

Licensed to Romstar for USA.


This game is known in Japan as "Whoopee!!".


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

$end

$info=piranha,piranhah,piranhao,
$bio

Piranha (c) 11/1981 GL.


- TRIVIA -


This game is a hack of "Pac-Man" that was released in the arcades as a conversion kit.

$end

$info=piratpet,
$bio

Pirate Pete (c) 11/1982 Taito.


In Pirate Pete you play a red haired pirate, with an interesting purple outfit (real pirates never wore purple).. Pirate Pete has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that. 


- TRIVIA -


This game is a reworked version of "Jungle King".


Pirate Pete used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Pirate Pete machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Pirate Pete' logo, surrounded by images of treasure and pirate ships..


This title used six (count em, six), processors. It used a pair of Z80s to run the main program data (one at 4 Mhz and one at 3Mhz). While it used four AY-8910 processors to do audio chores (all of them running at 1.5 Mhz). The program code was stored on 21 EPROM chips, each having 4K of storage.


- UPDATES -


The differences between this game and Jungle King are :

* An opening musical theme is used in certain parts of the game instead of the opening Tarzan yell.

* The player character is a heroic pirate instead of the Tarzan character (he swings on ropes between ship's masts instead of vines between trees, swims through a shark-infested ocean instead of a crocodile-infested river).

* The enemies on the fourth level are sword-wielding pirates instead of spear-chucking cannibals.

$end

$info=piratetr,
$bio

Pirate Treasure (c) 1982 Tong Electronic.

$end

$info=pirates,
$bio

Pirates (c) 12/1994 NIX.


- STAFF -


Story board : Lourdes Marcos Diaz, Yolanda Plaza De Prado

Game programmers : Argimiro Salvador, Carlos Barahona, Fernando Yago

Graphic designer : Tomas Bases

Sound and music : Xavier Tobella

Hardware designers : Fernando Yago, Manuel Baena, Arthy

Game skill : Jordi Zudaire, Mikel Asurmendi

Coordinator : Fernando Yago

$end

$info=pisces,piscesb,
$bio

Pisces (c) 19?? Subelectro.

$end

$info=pistoldm,
$bio

Pistol-Shogun - Pistol Daimyo no Bouken (c) 10/1990 Namco.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Adventure of Pistol Feudal Lord'.


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.


- STAFF -


Sound Composers : Seiichi Sakurai, Shinji Hosoe, Yoshie Takayanagi

$end

$info=pitnrun,
$bio

Pit & Run - F1 Race (c) 1984 Taito.

$end

$info=pitboss,
$bio

Pit Boss (c) 198? Merit.

$end

$info=thepit,
$bio

The Pit (c) 04/1982 Centuri.


- PORTS -


* Computers :

Commodore C64 (1983)

$end

$info=pitfight,pitfigh3,pitfighb,pitfighj,
$bio

Pit-Fighters (c) 09/1990 Atari Games.

Game ID : 136081


Three digitized brawlers face off cooperatively against street thugs beat-'em-up style, with crowd interference and usable weapons. Players also fight each other in a 'Grudge Match' and get a ride on a forklift! Features impressive camera zoom and side-to-side pan for a cinematic look! Up to 3 can play simultaneously.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the Atari G1 hardware.


Pit-Fighters is the first game to use digitized stills of actual actors taken using a green screen technique instead of hand drawn graphics.


Pit Fighter was available in both dedicated cabinets and conversion kits. The conversion versions were usually only two-player while the dedicated machine supported three players. There isn't really a whole lot to say about this particular machine, the artwork had a reddish scheme, and the dedicated versions had 25'' arcade monitors. A lot of these machines were turned into "Street Fighter 2 - The World Warriors" before they were even a year old.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991.


- STAFF -


Project leaders / Designers : Gary Stark and Mark Stephen Pierce

Programmers : Gary Stark and Paul Kwinn

Digital Imaging : Rob Rowe

Engineers : Sam Lee and Doug Snyder


* CAST :

Buzz : Bill Chase

Ty : Marc Williams

Kato : Glenn Fratticelli

Executioner : John Aguire

Southside Jim : James Thompson

Chainman : Eddie Venancio

Mad miles : Miles McGowan

Heavy Metal : Kim Rhodes

C.C. Rider : Rich Vargas

Angel : Angela Stellato

Masked Warrior : Bill McAleenan

Knife Woman : Dianne Bertucci

Knife Man : Milt Loper

Finale Women : Tina Scyrater, Maria Lenytzkyj


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

Sega Mega Drive (1991)

Nintendo Game Boy (1992)

Atari Lynx (1992)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

Sega Master System


* Computers :

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)

Amstrad CPC (1991)


Commodore Amiga (1991)

Atari ST (1991)

PC [MS-DOS, 5.25''] (1991) : This port of Pit-Fighter inexplicably uses a sprite resizing algorithm that stretches only vertically, not horizontally. This results in very odd-looking 'skinny' fighters onscreen.

$end

$info=pitfall2,pitfallu,
$bio

Pitfall II - The Lost Caverns (c) 1984 Activision.

Game ID : 834-5627


You're the adventurer, the world famous jungle explorer and fortune hunter extraordinaire, Pitfall Harry. Make your way through a lost forest / cavern system.

Collect treasure as you go for more points.


- TRIVIA -


Reprogrammed and released by Sega in 1985 on the Sega System 1 hardware, this arcade game is based on two games (Pitfall! and Pitfall! 2) originally created and designed by David Crane for Activision on the Atari 2600. David Crane was one of the most highly awarded video game designers in the world. David Crane was also one of the founders of Activision in 1979 (the first ever software house which developed games for third party hardware).


An official Pitfall! gameboard based on the video game was released in 1983 by MB (Milton Bradley), licensed from Activision.


- SERIES -


1. Pitfall! (1982, Atari 2600)

2. Pitfall II - The Lost Caverns (1984)

3. Super Pitfall! (1987, Nintendo Famicom)

4. Pitfall - The Mayan Adventure (Nintendo Super Famicom)

5. Pitfall 3D - Beyond The Jungle (1998, Sony PlayStation)

6. Pitfall - The Lost Expedition (2004, Sony PlayStation 2)


- PORTS -


* Consoles :

Sega SG-1000


* Computers :

Atari 800 (1983-84)

$end

$info=plsmaswd,
$bio

Plasma Sword - Nightmare of Bilstein (c) 1998 Capcom.


- TRIVIA -


This game is known in Japan as "Star Gladiator 2 - Nightmare of Bilstein".


This game runs on the Sony ZN-2 hardware.


Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998.


- TIPS AND TRICKS -


* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.


* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.


* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :

1) Finish three rounds with 'Plasma Strike'.

2) Finish two rounds with 'Perfect'.

3) Finish a round with 'Plasma Field'.


* Secret ending (Points number needed at the end of level 8) :

1) One round at 70.000 pts.

2) Three rounds at 95.000 pts.

3) Five rounds at 110.000 pts.


- SERIES -


1. Star Gladiator - Episode : I Final Crusade (1996)

2. Plasma Sword - Nightmare of Bilstein (1998)

$end

$info=plgirls,
$bio

Play Girls (c) 1992 Hot-B.


- TRIVIA -


This game runs on the Taito L System hardware.


- SERIES -


1. Play Girls (1992)

2. Play Girls 2 (1993)


- STAFF -


Producer : Hiroshi Omori

Designers : Tomosama, Fun

Programmers : Masato Kimura, Takumi Nakayama

$end

$info=plgirls2,
$bio

Play Girls 2 (c) 1993 Hot-B.


- TRIVIA -


This game runs on the Taito L System hardware.


- SERIES -


1. Play Girls (1992)

2. Play Girls 2 (1993)


- STAFF -


Project leader : Yamaguchi

Producers : Hiroshi Omori, Ko....Shi To...En

Programmers : Yamaguchi, Y. Hirasawa, Y. Satoh

Graphic designers : R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem

$end

$info=playball,
$bio

PlayBall! (c) 1983 Williams.


- TRIVIA -


This game runs on the "Defender" hardware but has an additional Harris 55564-5 CVSD.

$end

$info=pgoal,
$bio

Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus.

Game ID : 0219


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Futsal - 5 on 5 Mini Soccer".


This game runs on the SNK Neo-Geo MVS hardware.


Pleasure Goal has an advert for "Ironclad" in it on the advertising boards.


- STAFF -


Executive producer : N. Tanaka

Planner : Ishimotti

Programmers : A. Ooi, K. Kawakubo, S. Yamane

Designers : Suitanakano, J. Mikami.24, Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa

Sound : Sin Chan, Kaz Oshikiri


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=pleiads,pleiadce,pleiadbl,
$bio

Pleiads (c) 04/1981 Tehkan.


- TRIVIA -


Also licensed to Centuri for US manufacture and distribution (07/1981).


The cabinet artwork spells the name as 'Pleiades' but the game has it spelled 'Pleiads'. The name itself is from Greek mythology, of which there are several different spellings (Pleiads, Pleiades, Peleiades).


A Pleiads unit appears in the 1982 movie 'Fast Times at Ridgemont High'.


- SERIES -


1. Phoenix (1980)

2. Pleiads (1981)

$end

$info=plotting,
$bio

Plotting (c) 07/1989 Taito.

Game ID : B96


- TRIVIA -


This game is known in Japan as "Flipull".


This game runs on the Taito L System hardware.


- PORTS -


* Consoles :

Amstrad GX4000 (1990)

Nintendo Famicom (19??, "Flipull")

Nintendo Game Boy (1990, "Flipull - An Exciting Cube Game")


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Commodore Amiga (1990)

Atari ST (1990)

Amstrad CPC+ (1990)

$end

$info=plumppop,
$bio

Plump Pop (c) 1987 Taito.

Game ID : A98


- TRIVIA -


This game runs on "The New Zealand Story" hardware.


- STAFF -


Directed by : Yoshihisa Nagata

Game designed by : Mitsukoh Kimura (M.K), Toshio Kohno, Onijust

Programmed by : Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata

Art designed by : Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa

Mechanical engineer : Yasunori Hatsuta

Designed by : Naoko Yoshida

Hardware designed by : Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa

Sound created by : Hisayoshi Ogura (OGR)

$end

$info=plusalph,
$bio

Plus Alpha (c) 06/1989 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-A system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Plus Alpha - PCCB-00015) on 15/12/1989.


- STAFF -


Main programmer : Papa Sekiya

Character programmer : Motoko

Special programmer : Yuma Yoshida

Main character designer : Rolling.N

Character designers : Otappie Etoh, U. Keijiro

Main scroll designer : Nekomasa

Scroll designers : Markun!, Otatuku

Opening designer : Nekomasa

Present designer : Markun! Takahashi

Ending designer : Otatuku Etoh

Sound : Tsukasa Tawada

Voice actress : Eppin Honda

Sound programmer : Panic Yunma

Game designer : Momonga

$end

$info=pnickj,
$bio

Pnickies (c) 06/1994 Compile.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Capcom for manufacture and distribution.


This game runs on the Capcom Play System hardware (CPS).

$end

$info=pfghtj,
$bio

Pocket Fighter (c) 09/1997 Capcom.

Game ID : CP-S II No. 25


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Super Gem Fighter - Mini Mix".


This game runs on the Capcom Play System II hardware (CPS II).


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 Rockman ("Rockman - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Vampire - 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, 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 : Iwanaga Tetsuya

Sakura Kasugano : Sasamoto Yuko

Morrigan : Jinguji Yayoi

Zangief : Takagi Wataru

Akuma : Nishimura Tomomichi

Hsien-Ko : Neya Michiko

Ryu : Hoshi Souichiro

Dan Hibiki : Hosoi Osamu

Chun-Li : Miyamura Yuko


- PORTS -


* Consoles :

Sony PlayStation (1998)

Sega Saturn (1998)

Bandai WonderSwan (2000)

$end

$info=pcktgal,pcktgalb,pcktgal2,
$bio

Pocket Gal (c) 12/1987 Data East.


- TRIVIA -


This game is also known as "Super Pool III".


- UPDATES -


Pocket Gal 2 is not the sequel to Pocket Gal, it's the English text version.


In Super Pool III instead of the girl stripping between levels, the fully clothed image is repeated.


- SERIES -


1. Pocket Gal (1987)

2. Pocket Gal Deluxe (1993)


- STAFF -


Programmers : Minagawa, Shinichi

Designer : Kinta58000

Graphics designers : Masa, Fusimi, Astaroth, Mixman

Sound : Hitomi, Tatsuya, Yoshida Hiroaki, Azusa Hara (AZUSA)

$end

$info=pktgaldx,
$bio

Pocket Gal Deluxe (c) 1993 Nihon System.


- SERIES -


1. Pocket Gal (1987)

2. Pocket Gal Deluxe (1993)

$end

$info=ptblank,
$bio

Point Blank (c) 1994 Namco.


- TRIVIA -


This game is known in Japan as "Gun Bullet".


This game runs on the Namco System NB-1 hardware.


- SERIES -


1. Point Blank (1994)

2. Point Blank 2

3. Point Blank 3


- STAFF -


Planning director : S. Tohyama

Game coordinator : Y. Kounoe

'Oyaji' programmer : Yasushi .O

Main programmer : S. Yamada

Programmer : Kenichi. T

CG designers : H.K, D. Onizuka

3D designers : Shigemasa, Gonta

'Oyaji' Dotter : Norion5

Music & Sound FX : T. Aihara, Ishikavan, Hiroto Sasaki (Saman)

Mechanical designers : Ohara, Inoue

System constructors : T. Inui, KJ-, Masayuki. K

Industrial designers : Tohru. Y, H. Shimane

$end

$info=poitto,
$bio

Poitto! (c) 1993 Metro / Able.

$end

$info=pkladies,pkladiel,
$bio

Poker Ladies (c) 1989 Mitchell.


- TRIVIA -


Also licensed to Leprechaun.


The graphics were developed by Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists) for the game "Mahjong Gakuen". He also helped develop the 'interaction' that happened in the bridge scenes, where by pressing a certain button you did kinky 'things' to the naked gals on the screen. Indeed, the effort put into "Mahjong Gakuen" could not be wasted for a Japanese release only, so Capcom developed "Poker Ladies" for worldwide release, changing the theme from Mahjong to Poker and marketing it under the 'Mitchell' name.


The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".


- UPDATES -


Leprechaun's Poker Ladies version has some differences :

* 3 hands instead of 4.

$end

$info=polaris,polarisa,
$bio

Polaris (c) 08/1980 Taito.

Game ID : PS


You're the commander of a Polaris class nuclear submarine. Your mission is to defend your country from enemy attack. War has been declared and you find yourself deep in enemy water with no help. In your battle, you will be required to defend against wave after wave of enemy planes and dive bombers. To make things worse, the enemy has sent their own subs and destroyers. In the course of your battles, you will need to manoeuvre through dangerous channels full of mines. Don't expect a short war and the battles get rougher, how many of the enemy can you destroy before they get you.


- PORTS -


* Consoles :

Atari 2600 (1983)

$end

$info=polepos,polepos1,poleposa,
$bio

Pole Position (c) 09/1982 Namco.


Controlled with a steering wheel, accelerator and brake pedals and a two-position gear shifter.


- TRIVIA -


Also licensed to Atari for US manufacture and distribution (11/1982). Approximately 20,400 units were produced by Atari (~17,250 Upright and ~3,150 Cocktail).


When Pole Position was introduced in 1982, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. Pole Position started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and it was a huge success, dominated game charts for almost about 2 years.

This was the first driving game to be based on a real circuit : The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background.


* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic," Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game.".


* The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females," Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to : racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to "Pac-Man", and I see them take to racing games, almost regardless of what the racing game is.".

Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out," Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that.".


* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door.


The upright version of Pole Position came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene.While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly for you. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter.


There was also a cockpit version of this game. It (thankfully), shipped in two pieces that were screwed together on location. It had little in the way of decoration inside, but the white exterior was covered in detailed race car scenes that were much more attractive than those on the upright. The cockpit Pole Position cabinet had both a gas pedal and a brake pedal, while the upright cabinets had only a gas pedal. Both versions ran on three processors (two Z8002s, and a single Z80), and used a Namco six channel PSG for audio.


A bootleg of this game is known as "Top Racer".


A Pole Position unit appears in the 1983 movie 'Joysticks'.


Parkers Brothers released a boardgame based on this videogame (same name) : Players put various movement cards (move 5, move 4, move rookie/move 2, move 2/shift track) in an attempt to be the first car around the track.


- UPDATES -


Differences between the Namco and the Atari version :

* On the title screen, Namco's original version say '1LAP 4359M', Atari's version convert this in : '1LAP 2. 709mi.'

* At the start of the game, a Goodyear blimp carries the white banner across the screen in the Namco version while a blimp with the word 'Atari' carries the white banner across the screen.

* The white banner that flies across the screen in the Namco version says 'Yosen Start!' on it accompanied by a woman's voice that says 'Yosen Start desu'. It means 'Preliminary Start'. The Atari version has the white banner and a woman's voice say 'PREPARE TO QUALIFY'.

* There are billboards for "Dig Dug" and "Centipede" in Atari's version, instead of 'Marlhboro' and 'Pepsi' in Namco's version.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Turn wheel to 04; Change the shifter from LO to HI.

3) Turn wheel to 45; Change the shifter from LO to HI.

4) Turn wheel to 55; Change the shifter from LO to HI.

5) Turn wheel to 56; Change the shifter from LO to HI.

6) Turn wheel to 91; Change the shifter from LO to HI.

'(c) 1982 NAMCO LTD.' will appear on the screen.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

3. Final Lap (1987)

4. Final Lap 2 (1990)

5. Final Lap 3 (1992)

6. Final Lap R (1993)


- STAFF -


Sound : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1983)

GCE Vectrex (1983)

Atari 7800 (1989)

Sony PlayStation (1995, "Namco Museum Vol.1")

Nintendo 64 (1999, "Namco Museum 64")

Sega Dreamcast (1999, "Namco Museum")

Sony PlayStation 2 (2001, "Namco Museum")

Nintendo GameCube (2002, "Namco Museum")

Microsoft XBOX (2002, "Namco Museum")


* Computers :

Commodore VIC20 (1983)

Commodore C64 (1983)

Sinclair ZX Spectrum (1984)

Amstrad CPC (1985)

Atari 800


* Others :

Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific. (2004)

$end

$info=polepos2,poleps2b,poleps2a,
$bio

Pole Position II (c) 10/1983 Namco.


This game may seem a bit familiar to you (even if you have never played it before), because it is just like the original "Pole Position". You begin your race by selecting one of four courses (Fuji, Test, Suzuka, and Seaside), and then doing a qualifiying run. You then get to race the real race against other cars. You view the action from the pseudo 3-D behind the car viewpoint that has become industry standard ever since the first "Turbo" machine came out. The road graphics are identical to the original "Pole Position", but the cars have changed a bit, and use a different color scheme.


- TRIVIA -


Also licensed to Atari for US manufacture and distribution (12/1983). Approximately 2,400 units were produced by Atari.


The upright version of Pole Position II came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene.While the marquee had a Pole Position II logo superimposed over a checkerboard pattern. This is the exact same cabinet used in the original "Pole Position",the only thing that was changed was the marquee, and the outlines of the courses shown on the control panel. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter.


There was also a cockpit version of this game. This was one completely different than the original "Pole Position" cockpit. It shipped in a single piece, and had a clear window in the back for observers to watch the action. It had little in the way of decoration inside, but the exterior was completely covered in detailed race car scenes that were much more attractive than those on the original "Pole Position". The cockpit Pole Position II cabinet had both a gas pedal and a brake pedal, while the upright cabinets had only a brake pedal. Both versions ran on three processors (two Z8002s, and a single Z80), and used a Namco six channel PSG for audio.


- UPDATES -


Here is a list of changes from "Pole Position" :

* Added 3 new race tracks : Suzuka, Seaside and a Test


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Turn wheel to 04; Change the shifter from LO to HI.

3) Turn wheel to 45; Change the shifter from LO to HI.

4) Turn wheel to 55; Change the shifter from LO to HI.

5) Turn wheel to 56; Change the shifter from LO to HI.

6) Turn wheel to 91; Change the shifter from LO to HI.

'(c) 1982 NAMCO LTD.' will appear on the screen.


- SERIES -


1. Pole Position (1982)

2. Pole Position II (1983)

3. Final Lap (1987)

4. Final Lap 2 (1990)

5. Final Lap 3 (1992)

6. Final Lap R (1993)


- STAFF -


Sound : Nobuyuki Ohnogi


- PORTS -


* Consoles :

Atari 7800 (1989)

Sony PlayStation (1996, "Namco Museum Vol.2")

Sony PlayStation 2 (2001, "Namco Museum")


* Computers :

Commodore C64 (1988)

$end

$info=policetr,policeto,plctr13b,
$bio

Police Trainer (c) 11/1996 P&P Marketing.


- UPDATES -


REVISION 1 :

* Software version : 1.1


REVISION 2 :

* Software version : 1.3

* Operator menu (Setting) : 'Attract Mode Sounds' option removed.

* Operator menu (Setting) : 'Difficulty' option added.

* Operator menu (Setting) : 'Calibrate Guns' option replaced by 'Verify And Calibrate Guns'.


REVISION 3 :

* Software version : 1.3B


- STAFF -


Electronics software, game design : Fred Heyman

Art direction, game design, Audio : Steve Boyer

3D models and animations : Birdy Vanasupa

3D models and animations, Sound : Matthew Akers

PCB layout : Dave Oermann

Voices : Valerie Hartmann

$end

$info=pollux,polluxa,
$bio

Pollux (c) 1991 Dooyong.


- STAFF -


Directors : Jooshun Hong, Youchur No, Choonduk Kia

Hardware Designer : Sunghun Lee

Music : Sanghyuk Lee

Background designer : Meerang Oh, Minjuang Lee

Animation designers : Woochoul Jung, Meesook Yeq

Main software : Haisung Ryou, Joagil Lee

$end

$info=polyplay,
$bio

Poly-Play (c) 1985 VEB Polytechnik Karl-Marx-Stadt.


This game features seven different games : Hirschjagd (similar to "Robotron 2084"), Hase und Wolf (a "Pac-Man"-type game), Abfahrtslauf, Schmetterlinge, Schiessbude ("Carnival" clone), Autorennen, Merkspiel, Wasserrohrbruch


- TRIVIA -


"Hirschjagd" translates from German as 'Deer Hunt'.

"Hase Une Wolf" translates from German as 'Wolf and Rabbit'.

"Abfahrtslauf" translates from German as 'Departure Run'.

"Schmetterlinge" translates from German as 'Butterflies'.

"Schiessbude" translates from German as 'Shooting Hut'.

"Autorennen" translates from German as 'Car Race'.

"Merkspiel" translates from German as 'Noticing Play'.

"Wasserrohrbruch" translates from German as 'Water Pipe Break'.


The story goes that Poly-Play was the only arcade approved machine to be produced in East Germany and they used to go into places like municipal swimming pool and leisure centres. When the Berlin Wall came down, for some strange reason they recalled the machines to the factory and had them dismantled. A few were salvaged. There were probably about 1000-1500 made.

$end

$info=plygonet,
$bio

Polygonet Commanders (c) 1993 Konami.

Game ID : GX305


- TRIVIA -


This is Konami's first 3D game!


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994.

$end

$info=pompingw,
$bio

Pomping World (c) 12/1989 Mitchell.


- TRIVIA -


This game is also known as "Pang" and in US as "Buster Bros".


- SERIES -


1. Pomping World (1989)

2. Super Pang (1990)

3. Pang! 3 (1995)

4. Mighty! Pang (2000)


- STAFF -


Planner : NDA

Programmers : Hospitel Masa, Mamichan Otona

Music Composer : Tamayo Kawamoto

Character designers : Hiramattyo, Oyuu

Direction : Kihaji Okamoto


- PORTS -


* Consoles :

Sony Playstation (1997, "Super Pang Collection")

NEC PC Engine CD

$end

$info=ponpoko,ponpokov,
$bio

Ponpoko (c) 11/1982 Sigma Enterprises.


- TRIVIA -


Also licensed to Venture Line.


PonPoko is Japanese onomatopoiea - the sound that a tanuki makes. In Ponpoko, it's also the name of the main character who is, incidentally, a tanuki.

$end

$info=poolshrk,
$bio

Poolshark (c) 06/1977 Atari.

Game ID : 006281


- STAFF -


Designed and programmed by : Tom Hogg, Owen Rubin, Mike Albaugh, Paul Mancuso

$end

$info=pootan,
$bio

Pootan (c) 1982.


- TRIVIA -


This game is a bootleg of "Pooyan".

$end

$info=pooyan,pooyans,
$bio

Pooyan (c) 10/1982 Konami.

Game ID : GX320


In Pooyan, the player controls a pig whose babies have been kidnapped by a group of wolves. The piglets must be rescued using a bow and slabs of meat.


- TRIVIA -


Also licensed to Stern for US manufacture and distribution (12/1982).


Pooyan is Japanese for 'little pigs'. It is also very rarely used as an adjective meaning 'extremely stupid'. For example, "Intentionally puncturing your spacesuit is pooyan", or "Injecting straight heroin into your eyeballs is a pooyan idea".


Pooyan is among the most innovative shooters in history and cute besides.


A bootleg of this game is known as "Pootan".


A Pooyan unit appears in the 1983 movie 'Joysticks'.


- PORTS -


* Consoles :

Atari 2600 (1982)

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Famicom


* Computers :

Commodore C64 (1983)

MSX (1985)

Atari 800

Sord-M5


* Others :

LCD handheld game (19??) released by Gakken.

$end

$info=popbounc,
$bio

Pop 'n Bounce (c) 1997 Video System.

Game ID : 0237


- TRIVIA -


This game is known in Japan as "Gapporin".


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Furukama

Director : Nishikawa

Manager : Shiomi

Programmers : You-Chan, Gen

Designers : Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya

Music composer : Naoki Sakamura (Nao Itamura)

Sound effects : Pirowo, Norie

Sound programmers : Mami, H. Soyama

$end

$info=popnpop,popnpopu,popnpopj,
$bio

Pop 'N Pop (c) 02/1998 Taito.

Game ID : E51


- TRIVIA -


This game runs on the Taito F3 System hardware.


- STAFF -


Producers : Yoshihisa Nagata, Tsukasa Oshima

Director : Tomohiro Nishikado

Planners : Tomohiro Nishikado, Kenichi Hiza

Programmers : Kuniaki Watanabe, Shinya Sasaki, Kenichi Murohushi, Yasuhito Nagumo, Tomoaki Kasuya

Character designer : Atsushi Haruta

Graphic designer : Kazuhiro Fujii, Miyuki Sasaki, Nariyuki Sakamoto, Atsushi Haruta

Sound director : Kenichi Kamio

Sound data : Hiroshi Nishikawa (Light Link Music)

Design works : Hidetomo Ogino

Quality warranty : Nobbuhiro Koyama

Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani


- PORTS -


* Consoles :

Sony PlayStation (1998)

Nintendo Game Boy

$end

$info=popbingo,
$bio

Pop Bingo (c) 1996 Dooyong.

$end

$info=popflame,popflama,popflamb,
$bio

Pop Flamer (c) 1982 Jaleco.


- PORTS -


* Consoles :

Sega SG-1000 (1983)

$end

$info=popeye,popeyef,popeyeu,popeyebl,
$bio

Popeye (c) 12/1982 Nintendo.


You are in control of the world famous 'Popeye the Sailor Man' in his quest to win the love of 'Olive Oyl'. Standing in your way are 'Bluto' and the 'Sea Hag', but fortunately you have a secret weapon on your side in the form of spinach!


- TRIVIA -


Most Popeye machines were upright cabinets, but cocktails were also available. The upright was in the standard Nintendo cabinet, the same one used in "Donkey Kong", "Donkey Kong Junior", "Radar Scope", "Donkey Kong 3", and "Sky Skipper". Almost all other Nintendo titles used alternate versions of this same cabinet, "Mario Bros". was wider, "Punch Out!!" was taller, etc, but they were still nearly identical. A dedicated Popeye machine will be blue, although you will sometimes see them in different colors (non-blue Popeyes are conversion cabinets).


* Popeye From Strip To Screen : Popeye the Sailor, one of the most enduring characters in animation history, began not in motion pictures but in E.C. 'Elzie' Segar's 'Thimble Theater' comic strip. Born in Illinois, Segar began cartooning in Chicago in 1914. Graduating to his own strip for the Chicago American, Segar was then hired in 1919 by Hearst's New York Evening Journal to create the syndicated 'Thimble Theater' strip. 'Thimble Theater' depicted the adventures of Ham Gravy, his girlfriend Olive Oyl and her brother Castor. The venture was a success, expanding to an additional Sunday color page in 1924. Segar's comic strip used complex, rambling and frequently eerie narratives that attracted a devoted following, but it lacked strong central characters. In the 'Thimble Theater' of January 17, 1929, Ham and Castor decided to hire a crew to sail in search of the legendary Whiffle Hen. Walking up to a grizzled one-eyed mariner on a dock, Castor asked him, "Are you a sailor?" "`Ja think I'm a cowboy?" came the reply, introducing Popeye to readers.


* Move Over, Ham Gravy : Over a period of months, Popeye developed from a supporting character to the central figure in the hunt for the Whiffle Hen. When Segar finally brought the narrative to a close and tried to retire the sailor, outraged fans contacted the Hearst syndicate demanding more adventures with Popeye. Segar obliged them : the sailor replaced Ham as Olive's love interest, Castor Oyl was reduced to infrequent appearances, and the strip was renamed 'Thimble Theater, Starring Popeye'.


The early 1930s was a period of keen competition among American animation studios for market share. Central to the business strategy of most studios was the development of cartoon 'stars' whose popularity would ensure bookings by major theater chains. Disney followed the success of Mickey Mouse by developing new characters like Donald Duck and Goofy up from supporting roles in Mickey Mouse cartoons. Similar strategies were tried at Warner Bros., where Bugs Bunny and Daffy Duck evolved from secondary roles in films starring other animated characters. One of the earliest examples of this took place at the Fleischer Studios, Inc. in New York, where the unpopular starring canine character Bimbo was matched up with a girfriend in Dizzy Dishes (1930). The girlfriend eventually developed into Betty Boop, the studio's major character. With the popularity of Betty Boop at a peak in 1932, brothers Max and Dave Fleischer decided to introduce a new film series which would include another character to grow into a star. Fleischer rival Van Beuren Corporation had already signed an agreement to bring Otto Soglow's strip 'The Little King' to the screen. Max Fleischer, who was a great fan of Segar's strip, approached Hearst's King Features Syndicate for the right to use Popeye. The two companies signed an agreement on November 17, 1932.


* Betty Introduces Popeye to the Big Screen : The production of the first Popeye film took place in secrecy. Veteran animator Roland Crandall was given space apart from the rest of the studio. There, he single-handedly animated the entire cartoon, aided only by the inclusion of some Shamus Culhane animation recycled from the earlier Betty Boop's Bamboo Isle (1932). The results were so satisfying that even before the film was released, the Fleischers and King Features amended the agreement granting the studio the right to produce and release animated cartoons featuring Popeye for a five year period.


Crandall's film 'Betty Boop Presents Popeye The Sailor' opened in the summer of 1933 as part of the 'Betty Boop' series. After a prologue in which newspapers herald the sailor's film debut, and Popeye sings 'I'm Popeye the Sailor Man', the film featured what was to be the standard 'Popeye' series plot, re-enacted with variations by the Fleischers for the next decade. Olive waits for Popeye to disembark from his ship at the dock. Bluto follows the couple to a fairground, where the two sailors compete for Olive's attentions through feats of strength. Bluto abducts Olive and ties her to a train track. As the locomotive approaches, Popeye and Bluto fight. Popeye defeats Bluto, and, through the magical powers of spinach, is able to stop the train and save Olive Oyl. Here, we see the essential difference between the Segar and Fleischer sense of narrative. Segar reveled in picaresque plots that coursed in unexpected directions for up to two years, exploring every novel twist and nuance of narrative. In anticipation of post-modernism, the very concept of plot was old-fashioned to the Fleischers. Hackneyed and ritualized story conventions were torn apart, recombined in odd juxtapositions, and satirized in endless variations.


The Fleischer Popeye cartoons were an instant success. "It might have been just a fluke, a lucky break, that the Segar characters fit the Fleischer style so well", recalls former Popeye animator Myron Waldman. "The animation of Olive Oyl in the mid-1930s was perfect. It fit her. The character had no elbows and the most prominent knees. When she spoke, the voice fit too. This was character. That's what made her so good".


* Step Aside, Mickey : Segar's characters were not the only things consistent with the Fleischer style. Both Segar and the Fleischer staff shared a fondness for a poetically improvisational language. When Popeye's original voice artist, William 'Red Pepper Sam' Costello, left after the first few pictures, he was replaced by a studio in-betweener named Jack Mercer. Much of the dialogue of the Popeye cartoons was post-synched with little attention to synchronized mouth action. Mercer, Mae Questel (Olive's voice, except for the 1938-41 period, when Margie Hines was the voice artist) and William Penell or Gus Wickie, who voiced Bluto, often ad-libbed dialogue during recording sessions, particularly Popeye's 'asides' and pun-filled conversations. Added to this was a progressive softening and increased complexity of Popeye's character, paralleling changes in the strip. Popeye cartoons became the Fleischers' leading attraction. By 1938, Popeye replaced Mickey Mouse as the most popular cartoon character in America.


The Fleischers rummaged through the Segar strip for supporting characters. Bluto, the animated series' antagonist, was a minor character in the Segar strip, appearing only in 1933's 'The Eighth Sea'. Longer-lived strip characters that joined Popeye on the screen included hamburger maven J. Wellington Wimpy, Swee'pea, Eugene the Jeep and Poopdeck Pappy. While in the comic strip, Popeye gained his great strength from rubbing the Whiffle Hen, the Fleischers added the gimmick of Popeye's power being largely dependent on the ingestion of spinach. Farmers in America's self-styled 'spinach capital' of Crystal City, Texas set up a statue of Popeye in gratitude for the publicity.


As early as 1935, the Fleischers sought backing for a feature-length animated film from their distributor Paramount. Paramount refused to risk money on a feature. In an attempt to persuade the company that longer animated films could be profitable, Max Fleischer initiated the production of three two-reel color 'specials' starring Popeye, beginning with 'Popeye The Sailor Meets Sinbad The Sailor' (1936). Although these 'specials' were often billed over their accompanying feature, Paramount still refused to back the animated feature.


Conditions changed after the success of Disney's 'Snow White And The Seven Dwarfs' (1937) and the Fleischers received money for the eighty minute Gulliver's Travels. According to some sources, the film was originally to have Popeye in the role of Gulliver, but the idea was scrapped early in the planning stages. Perhaps this was unwise. According to internal Paramount correspondence, the Popeye shorts were far more profitable to Paramount than Disney's films were to his distributor, RKO. The sailor's box-office appeal might have helped the Fleischer features. Gulliver's Travels (1938) and the company's next feature, Mr. Bug Goes To Town (1941), bombed, leading to the failure of Fleischer Studios, Inc.


* Post-Fleischer Popeye : The successor company, Famous Studios, continued with the production of Popeye cartoons. Many of these were remakes of earlier Fleischer films. Much of the supporting cast of the Fleischer versions were replaced by new characters, such as nephews Pip-Eye, Peep-Eye and Pup-Eye. A redesign of the major characters included white U.S. Navy uniforms for Bluto and Popeye (in keeping with their war-time service in the armed forces), and more comely fashions for Olive. Upgraded technology, including the introduction of color to the series in 1943 with Her Honor The Mare and 3-D in Popeye The Ace Of Space (1953), tried to rejuvenate the series. None of these strategies were able to breathe much life into the films. Spooky Swabs (1957) brought theatrical release of Popeye films to a close.


The success of the black and white Popeye cartoons on television in the 1950s inspired several revivals of the series by such talents as Gene Deitch, John Halas and Joy Batchelor, Jack Kinney, and Hanna-Barbera. Hampered by limited budgets and rushed production schedules, none of these came close to the Fleischer or Famous theatrical versions. The less said about Robert Altman's live-action feature with Robin Williams and Shelley Duvall as Popeye and Olive Oyl, the better. What has endured are the original qualities of the Segar and Fleischer works. In fact, Segar's strips have been reissued by Nostalgia Press and the Smithsonian Press. The earlier Fleischer films, which shared the shabby urban or surreal exotic locations and working-class orientation of the Segar originals, retain a vitality and charm that still appeal to a large group of devoted fans today. 


Parker Brothers released a boardgame based on this videogame (same name) in 1983 : The board is layed out like the first level of the videogame.


- UPDATES -


REVISION F :

* First level has a colored background (instead of black).

* Default highscore smaller : 025600 (instead of 032600).

* First nickname on the default highscore table changed to KAC (instead of GET).


BOOTLEG :

* No copyright


- TIPS AND TRICKS -


* A Display Glitch : On the musical note level, you can stand at the point on the edge where you 'wraparound' and if you punch a bottle in the right spot, it'll erase part of the 'THRU' sign. This can be done on both sides.


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Mattel Intellivision (1983)

Atari 5200 (1984)

Nintendo Famicom (1986)

G7000 Videopac


* Computers :

Atari 800

Commodore C64


- SOURCES -


Mark Langer : http://www.awn.com/mag/issue2.4/awm2.4pages/2.4langerpopeye.html

$end

$info=popper,
$bio

Popper (c) 1983 Omori Electric.

$end

$info=pop_hh,
$bio

Popper (c) 1989 Unknown.


- TRIVIA -


This game is a bootleg of "Hard Head".

$end

$info=porky,
$bio

Porky (c) 1985 Shinkai.


- TRIVIA -


Licensed to Magic Eletronics.

$end

$info=portman,
$bio

Port Man (c) 1982 Nova Games.


- TRIVIA -


This game is also known as "Dock Man".

$end

$info=portrait,portrata,
$bio

Portraits (c) 1983 Olympia.


- STAFF -


Director : Livio Leante

Engineering : Tiziano Tredese

Hardware : Bruno

Software : Boux

Graphic by : Cortez

Informatic by : Ernesto

$end

$info=potogold,
$bio

Pot of Gold (c) 1982 GamePlan.


- TRIVIA -


This game is also known as "Leprechaun".

$end

$info=potopoto,
$bio

Poto Poto (c) 1994 Sega.


- TRIVIA -


Poto Poto is Japanese onomatopoiea for large raindrops hitting the ground.


This game runs on the Sega System C2 hardware.

$end

$info=poundfor,poundfou,
$bio

Pound for Pound (c) 12/1990 Irem.


- TRIVIA -


This game runs on the Irem M-84 system hardware

$end

$info=pdrift,
$bio

Power Drift (c) 1988 Sega.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for the game (Power Drift & Mega Drive : G.S.M. Sega 2 - D28B0010) on 08/12/1988.


- PORTS -


* Consoles:

Sega Saturn (1998, "Sega Ages: Power Drift")

Sega Dreamcast (2001, "Yu Suzuki Gameworks Vol.1")


* Computers :

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

PC [MS-DOS, 5.25"] (1989)

$end

$info=powerdrv,
$bio

Power Drive (c) 12/1986 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


- STAFF -


Designed by : John Kubik

Programmed by : Jeff Nauman

$end

$info=powerins,powerina,
$bio

Power Instinct - Gouketsuji Ichizoku (c) 11/1993 Atlus.


Eight characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji!


- TRIVIA -


This game is known in Japan as just "Gouketsuji Ichizoku" (translated from Japanese as 'Overpowering Blood Temple Family').


- SERIES -


1. Power Instinct - Gouketsuji Ichizoku (1993)

2. Power Instinct 2 (1994)

3. Power Instinct 2 - The Ultimate Violent Legend (1995)

4. Power Instinct 3 - Groove on Fight (1997)

5. Power Instinct Matrimelee (2002)


- STAFF -


Producer : Fuuuu

Sub producer : Chuuko

Programmers : Mako MK2, 680*0 Freak Yan

Sound : Dencyu

Front designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S

Back designers : [Chikuwa] Henacyoko, Moto.I, Range, Asaki

Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

$end

$info=pwrinst2,
$bio

Power Instinct 2 (c) 04/1994 Atlus.


The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now dissapeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (...and strange!) newcommers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack an tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle!


- TRIVIA -


Licensed to Cave.


The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations.


- SERIES -


1. Power Instinct - Gouketsuji Ichizoku (1993)

2. Power Instinct 2 (1994)

3. Power Instinct 2 - The Ultimate Violent Legend (1995)

4. Power Instinct 3 - Groove on Fight (1997)

5. Power Instinct Matrimelee (2002)


- STAFF -


Producer : Tama

Sub producer : Chuuko

Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan

Sub programmers : Toshiya, Jake

Sound : Dencyu

Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki

Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid

Planners : Super-K!, Markey, Helen

Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu


* Song :

Namidano(...) : Ruu & Markey

Give me Money : Dirty Rouge

Otoko No Karatemichi : Oyama Reiji Ohendan

Hajimete No Ai : Katsura

Kechabian : Sahadoke No Minasan

Warugaki Yochien Enka : Warugaki Kids & Teacher

Amiyai No Yoru : Amiyai No Minasan

Mahou Mitaina Koi Shitai : Mikazuki Kurumi

Bozude Dadada : Bozu Flower Dancers


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=groovef,
$bio

Power Instinct 3 - Groove on Fight (c) 1996 Atlus.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Power Instinct - Gouketsuji Ichizoku (1993)

2. Power Instinct 2 (1994)

3. Power Instinct 2 - The Ultimate Violent Legend (1995)

4. Power Instinct 3 - Groove on Fight (1997)

5. Power Instinct Matrimelee (2002)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=powrplay,
$bio

Power Play (c) 09/1985 Cinematronics.

$end

$info=pspikes,pspikesk,
$bio

Power Spikes (c) 1991 Video System.


- TRIVIA -


This game is known in Japan as "Super Volley '91".


In the World version during a play with any team, you can see when you get a point the faces of Italy's Team which was the most titled volley's team in the World in the early 1990'.


- UPDATES -


ONE PLAYER MODE :

* In the World version you can select a lot of European Teams and Brazil's Team.

* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team.

* In the Japanese and Korean version you can also play with female players.

* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R.

* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Perù, China, Cuba, U.S.S.R (female mode).

* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...).




TWO PLAYERS MODE :

* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team.

* In the Japanese and Korean version you can also play with female players.


- TIPS AND TRICKS -


* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air.


* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls.


* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down.


- SERIES -


1. Super Volleyball (1989)

2. Power Spikes (1991)

3. Power Spikes II (1994)

$end

$info=pspikes2,
$bio

Power Spikes II (c) 10/1994 Video System.

Game ID : 0068


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Super Volleyball (1989)

2. Power Spikes (1991)

3. Power Spikes II (1994)


- STAFF -


Producer : Kouzi Furukawa

Project leaders : Takayuki Uesugi, T. Hosokawa

Publicity Manager : K. Siomi

Main programmer : Sugar

Sub programmers : You-Chan, Any L-2

Chief designer : Takumi Matsui

Main designers : Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi

Sub designer : MSX Sakon

Music composer : Soushi Hosoi (HOSO_Q)

Sound effects : Norie

Main sound programmer : M. Yamana

Sub sound programmer : H. Soyama


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=psurge,
$bio

Power Surge (c) 1988.

$end

$info=pwheelsj,
$bio

Power Wheels (c) 1991 Taito.

Game ID : C78


Monster Truck racing game.


- TRIVIA -


This game is known outside Japan as "Double Axle".


This game runs on the Taito Z System hardware.

$end

$info=pgear,pgearr1,
$bio

Powered Gear - Strategic Variant Armor Equipment (c) 09/1994 Capcom.

Game ID : CP-S II No. 07


Four selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Armored Warriors".


This game runs on the Capcom Play System II hardware (CPS II).


Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994.


- UPDATES -


REVISION 1 :

* Build date : 940916


REVISION 2 :

* Build date : 941024


- TIPS AND TRICKS -


* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following keys...

Beta-Cannon - Hold Up.

Gamma-Battler - Hold Left or Right.

Alpha-Fortress - Hold Down.


* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following keys...

Bomber - Leftup

Death Drill - Up

Missile - Rightup

Laser blade - Left

Force claw - Right

Flame - Leftdown

Chain spark - Down

Laser - Rightdown


Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work.


- SERIES -


1. Powered Gear - Strategic Variant Armor Equipment (1994)

2. Cyberbots - Fullmetal Madness (1995)


- STAFF -


Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon

Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress

Mechanical and object designers : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky

Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama

Sound composer : Takayuki Iwai (Anachey Takapon)

Sound designer : Tomuyuki Kawakami (T.K NY)

Special adviser : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh

Character designer : T.O.M

AD designers : Sensei, Sakomizu

Director : Kihaji Okamoto

$end

$info=pbball96,
$bio

Powerful Baseball '96 (c) 05/1996 Konami.

Game ID : GV017


- TRIVIA -


This game runs on the Konami GV System hardware.

$end

$info=pbillian,
$bio

Prebillian (c) 1986 Taito.

Game ID : M6100211A


Strange pool-type game in a futuristic environment.

$end

$info=preisle2,
$bio

Prehistoric Isle 2 (c) 09/1999 Yumekobo.

Game ID : 0255


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Prehistoric Isle 2 - Genshi Tou".


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Prehistoric Isle in 1930 (1989)

2. Prehistoric Isle 2 (1999)


- STAFF -


Executive producers : S. Takaoka, Tanaka

Producer(rq) : James. W

Planner : Barso

Direction helpers : Satoshi ito, H. Miyagami, J. Seki

Main programmer : Yuki

Programmers : Y. Takasaki, Buttaku99, Masumura

Tool programmer : Hiroaki Torii

Chief designers : Y. Yonezawa, T. Nagakubo

Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka

Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata

Sound designer & music composer : Masahiko Hataya

$end

$info=prehisle,prehislu,
$bio

Prehistoric Isle in 1930 (c) 06/1989 SNK.

Game ID : A8003 'GT'


- TRIVIA -


This game is known in Japan as "Genshi-Tou 1930's".


- SERIES -


1. Prehistoric Isle in 1930 (1989)

2. Prehistoric Isle 2 (1999)


- STAFF -


Producer : Eikichi Kawasaki

Director : Yah !

Programmers : Takoguti Kamen 001, Itsam Matarga

Designers : Wara Wara, Megadeth Nakamoto, Yokochan, Tomomi

Sound : Yoko. O, Tarkun

Hardware : Yoneda, Ebapa

$end

$info=prmrsocr,prmrsocj,
$bio

Premier Soccer (c) 1993 Konami.

Game ID : GX101


- TRIVIA -


This game runs on the TMNT2 hardware.


- SERIES -


1. Premier Soccer

2. Premier Soccer '95


- STAFF -


Producers : Hideki. O, Satoru. O

Main programmer : T. Koji

Sub programmer : K. Kunihiko

Designers : Sigeki. Y, Satoru. K, Yasuyuki. S, Toshio. K, Kiyoshi. H

Assist : Kuniaki. O

Sound programmer : Hideaki. S

Music composer / Sound effects : Miki. Y

$end

$info=sailormn,sailormo,
$bio

Pretty Soldier - Sailor Moon (c) 03/1995 Banpresto / Gazelle.

Game ID : BP945A


The five beautiful Sailor Senshi beat their way through all of the strange enemies of the series. Each crystal spell has its own little anime sequence.


- TRIVIA -


Developped by Gazelle.


Based on the Toei manga of the same name.


- STAFF -


Supervisor : Naoko Takeuchi, Fumio Osano

Executive producer : Kisaburoh Higashi

Producer : Johan Satoh

Total co-ordinator : Toshifumi Kawashima

Director : Hiroyuki Fujimoto

Art director : Satoshi Iwataki

Art co-director : Toshinobu Komazawa

Graphic designers : Mihoko Sudoh, Otokazu Eda, Yuhko Tataka, Shingo Ishikawa, Mikio Yamaguchi, Kumi Kayama, Noboru Inamoto, Junya Inoue, Masayuki Ohsumi, Tohru Iwataki

Animation director : Kensei Sasaki

Animation art director : Kazuko Tadano

Animator : Hiromi Matsushita, Studio Live

Animation digitizers : Miki Higuchi, Mutsuo Danki, Hiroko Koyano, Mayumi Onodera

Music composer : Seiichi Sakurai

Sound effects : Yoshitatsu Sakai

Hardware supervisor : Hideki Ikinaga

Hardware co-ordinator : Kazuhisa Takasu

Hardware designer : Hiroyuki Nagayoshi

All program works by Hiroyuki Fujimoto.

Game designers : Hiroyuki Fujimoto, Satoshi Iwataki


* Character Voice [From the defauld hiscore table initials] :

[KOT] : Kotono Mitsuishi (Sailor Moon)

[AYA] : Aya Hisakawa (Sailor Mercury)

[MIC] : Michie Tomizawa (Sailor Mars)

[EMI] : Emi Shinohara (Sailor Jupiter)

[RIK] : Rika Fukami (Sailor Venus)

$end

$info=primrage,primraga,
$bio

Primal Rage (c) 09/1994 Atari Games.

Game ID : 136102


Seven ferocious dinosaurs gnaw, gore and bite each other until they become the winner's dinner. Eat cavemen to regain health! Feature digitized stop-motion animation.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


Developed by Time Warner Interactive.


This game runs on the Atari GT hardware.


Atari had intended to create another upgrade for PR 2.3 and was scheduled at this time for January 1995. This upgrade would allow the player to face a boss monster at the end of the game for total domination of the world. The final boss was supposed to be a horned dracolich (animate dragon skeleton) imprisoned in the moon, with three claws on each limb and three spines on the end of his tail. It was also supposed to have the powers of flight and the ability to drain the opponent's lifeforce. The final battle ground would be a moon scene with the skeletons of numerous dinosaurs laying around in decaying states. The ground would be covered with craters and giant, glowing cracks. A teleportation warp would exist overhead. Unfortunately, Atari scrapped the idea for this upgrade because Time Warner Interactive been too busy at this time to work on an upgrade and the boss was never came into existence... :(


A line of toy action figures based on all seven characters of PR were made by Playmates in 1996.


Atari released a limited-edition soundtrack album for this game (All The Rage).


- UPDATES -


Here is the big list of version 2.3 changes :

* 100% health bug from ver 1.7 fixed.

* 'fatality'/'no fatality' music added; other music enriched w/more percussion.

* A previous high score drops to 2nd when beaten.

* All Leaping Attacks can be blocked.

* All Stomps can be blocked and/or done in the air.

* Armadon can volley his victim after the Mega Charge.

* Armadon, Blizzard, Talon slowed down.

* Armadon's Spinning Death and Mega Charge don't go under projectiles anymore.

* Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser don't last as long.

* Block-damage usually won't kill you.

* Chaos' Battering Ram makes an annoying new sound.

* Chaos' Cannonball finishing move can kill enemies on any stage.

* Combo names, Total Domination, Quick Kill features added.

* CPU's 'AI' patterns changed; many old tricks no longer work, but some new tricks do.

* Demo mode intro text has letters made of bones instead of black letters.

* Diablo, Sauron, most leaping attacks, most projectiles speed up.

* Diablo's Torch combos more easily.

* Diablo's Inferno Flash can be blocked.

* Eating humans adds much more energy to your health meter.

* Gameplay speed changed.

* Generally, damage to heart & brain meters decreased, but block-damage to heart increased.

* Gone are the faint 'blue shields' that used to appear when blocking attacks.

* Hop jumps can now be used vs the CPU.

* If you're on the ground, projectiles don't knock you down anymore.

* In free play mode, the words 'DEMO ONLY' appear & CPU can't hurt you.

* Little SF2-style 'Christmas Lights' added; they flash with every strike, blocked or not.

* One new fatality for each character added.

* Simultaneous attack collisions tuned : 'sweet spots' removed, quick->fierce->power->quick 'round robin' priority system added.

* Sudden Death lasts for 30 seconds instead of 20.

* Talon can attack (or be attacked) as he rebounds from the Brain Basher.

* Talon's low 4 is cheezey to use twice in a combo.

* Talon's Pounce & Flip does no block-damage.

* Talon's Shredder fatality made gorier.

* Vertigo has a new teleport and can do both old & new teleports in the air.


- TIPS AND TRICKS -


* Alternate Costumes (vers. 2.3 only) : Highlight a fighter at the character selection screen, then press 1+2, 1+3, or 1+4.


* Bowling : Both players must choose Armadon. Do the Spinning Death move and collide in mid-spin three times in a row. A bowling game will pop up.


* Volleyball : One player should do a multi-hit combo a worshipper will enter the area, hit him and they will fly in the air. The other player needs to hit the player before he hits the ground--toward player 1, if you keep this up for ten hits, the ref will bring out a volleyball net. Play for 3 pts.


* PR version : To check what version of Primal Rage your arcade has, push Up on player1 joystick and pull Down on the player2 joystick simultaneously, during the title screen.


* Raining Cows : Play as Chaos in his stage (the Ruins). Arrange for a 'Sudden Death' round to take place (If the third round ends without a clear winner [both characters have zero wins, or one win each], you both get knocked down and go immediately into a 'Sudden Death' round).

If you do a 'Fart of Fury' so that the green cloud is in the air as the Sudden Death begins, the sky will rain cows instead of meteors.

If you don't do an FoFury on Chaos' stage, the sky will rain bricks.

If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls.


- SERIES -


1. Primal Rage (1994)

2. Primal Rage II (1996)


- STAFF -


Producer / Programmer : Dennis Harper

Programmer / Design : Frank Kuan

Art director / Surgeon : Jason Leong

Design / Assoc. producer : Cameron Petty

Composer / Sounds : Jeanne Parson

Hardware engineer : Don Paauw

Stop motion animation : Pete Kleinow

Executive producer : Mark Pierce


- PORTS -


* Consoles :

Sega Mega Drive (1995)

Nintendo Super Famicom (1995)

Sega 32x (1995)

Sega Game Gear (1995)

Nintendo Game Boy (1995)

Sega Saturn (1995)

Atari Jaguar CD (1995)

3DO (1995)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Commodore Amiga (1995)

PC [MS-DOS, CD-ROM] (1995)

$end

$info=primrag2,
$bio

Primal Rage II (c) 1996 Atari.


- SERIES -


1. Primal Rage (1994)

2. Primal Rage II (1996)

$end

$info=primglex,
$bio

Prime Goal EX (c) 1996 Namco.


- TRIVIA -


This game runs on a Namco System 11 hardware.

$end

$info=prmtmfgt,prmtmfgo,
$bio

Prime Time Fighter (c) 05/1993 Taito.

Game ID : D53


Six boxers fight each other with their own special attack to win the world unity open weight boxing title match.


- TRIVIA -


This game is known outside US as "Top Ranking Stars".


This game runs on the Taito F3 System hardware.


- STAFF -


Project leader : George K-S

Game designers : Fumio Horiuchi, Masakazu Iwahashi

Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato

Base character designers : N. Korammer, Vap Corp.

Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.

Art designer : Hiroyasu Nagai (Super Psychicer Nagai)

Hardware designer : Katsumi Kaneoka

Sound designer : Yoshirou Horie

Executive producer : Keisuke Hasegawa

$end

$info=primella,
$bio

Primella (c) 1994 Dooyong.


- TRIVIA -


Licensed to NTC for manufacture and distribution.


This game is also known as "Gun Dealer '94".


- SERIES -


1. Gun Dealer (1990)

2. Primella (1994)

$end

$info=pclubj,
$bio

Print Club Vol. 1 (c) 1995 Atlus.


- TRIVIA -


This game runs on the Sega System C2 hardware.

$end

$info=pclubjv2,
$bio

Print Club Vol. 2 (c) 1995 Atlus.


- TRIVIA -


This game runs on the Sega System C2 hardware.

$end

$info=pclubjv4,
$bio

Print Club Vol. 4 (c) 1996 Atlus.

$end

$info=pclubjv5,
$bio

Print Club Vol. 5 (c) 1996 Atlus.

$end

$info=kiwame,
$bio

Pro Mahjong Kiwame (c) 08/1994 Athena.


A mahjong game played against three computer opponents.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Pro Mahjong Highest Rank'.


- SERIES -


1. Pro Mahjong Kiwame (1994)

2. Pro Mahjong Kiwame II (Nintendo Super Famicom)

3. Pro Mahjong Kiwame III (Nintendo Super Famicom)

4. Pro Mahjong Kiwame S (1995)

$end

$info=kiwames,
$bio

Pro Mahjong Kiwame S (c) 1995 Athena.


- TRIVIA -


The title of this game translates from Japanese as 'Pro Mahjong Highest Rank S'.


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Pro Mahjong Kiwame (1994)

2. Pro Mahjong Kiwame II (Nintendo Super Famicom)

3. Pro Mahjong Kiwame III (Nintendo Super Famicom)

4. Pro Mahjong Kiwame S (1995)

$end

$info=prosoccr,
$bio

Pro Soccer (c) 1983 Data East.

$end

$info=profpac,
$bio

Professor Pac-Man (c) 1983 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway Astrocade hardware.


It was programmed in FORTH language.

$end

$info=progear,
$bio

Progear no Arashi (c) 01/2001 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Storm of Progear'.


Developed by Cave, this is their first horizontal-scrolling shooter.

$end

$info=progress,
$bio

Progress (c) 1984 Chuo.

$end

$info=propcycl,
$bio

Prop Cycle (c) 1996 Namco.


A strange game where you control a pedal powered plane to pop as many balloons as you can within a time limit.


- TRIVIA -


This game runs on the Namco Super System 22 hardware.


This game had you controlling the plane using an exercise bike and pedalling to keep yourself flying while steering with the handle bars. You could only play once or twice before you got exhausted! :). Also, the Prop Cycle cabinet featured a fan to simulate flight.

$end

$info=prosport,
$bio

Prosport (c) 1983 Data East.

$end

$info=psychic5,
$bio

Psychic 5 (c) 1987 Jaleco.


- TRIVIA -


A little game which did not have huge success, it nevertheless became a 'cult game' for many players thanks to the brilliant gameplay, hard-to-find secret bonuses and anime-like plot. The inspiration for the design of the five ESPers comes from several Japanese cartoons of the '70s where the physical aspect of main characters was strongly stereotyped to suit their psychological profile/fighting ability.


- TIPS AND TRICKS -


* Secret Bonus : There is a secret bonus in every round. To get them, you must hit the right [?] (question mark box) when your score fits a certain qualification.

1) The first level 'secret' is near the first phone. You should jump on the wall between the two bowls, then jump up and to the left. You'll land near a [?]. If you are in the right place, a walking clock should appear within 2/3 seconds. You can get a secret bonus from this box if you hit it when the thousands digit of your score is zero. (e.g. : 00000, 10500, 20900). The first secret is worth 10000 pts.

2) The second level 'secret' is near the first phone (yes, like the first one). There are 2 [?]'s on the lower-left corner of your screen (when you are near the phone); the upper one is a 'normal' [?], but you have to destroy it in order to reach the other one. You can get the secret bonus by hitting it when the thousands digit of your score is 1. This is worth 50000 pts.

3) The third one is near a phone, again, and near the fishbowl too. When you can reach the upper-right corner of the screen, and 2 umbrellas are floating above you, THAT is the right phone. There is also an extra bonus somewhere near that. You should use the short boy or the little girl to reach the secret bonus - it's at the end of the "small corridor" where the other 2 guys (the tall one and the fat one) can't enter. To get it you should hit the [?] when the thousands digit is 2. This should be worth 100000 pts.

4) If you miss a bonus, the thousands counter for the next bonus is modified accordingly. In other words, the thousands digit of your score must always be equal to the number of times you have previously gotten the secret bonus. Thus the tips above are correct only if you are getting every secret bonus without missing any - otherwise, deduct the number you've missed from the thousandth digit needed. Clear as mud? ;)

5) The 'ALL GOLD' bonus. Very simple to explain, but hard to do : When you break a bowl, the item you find in it is the same as the previous bowl, if you don't use your hammer after you hit the first and before the second. If you do, instead, the item "shifts", and you find the "next" in the order. If you go on hammering, the "rotation" can bring the first item back again. The first level has 4 items, so if you 'shoot' 0/4/8/12/16... times after breaking the first bowl, you find the same item in the second one. This is true unless you already 'finished' an item, otherwise you should "shoot" 0/3/6/9/12... times to find the item twice.


* Get Espers Sooner : Normally you get Makoto in scene 3 and Genzoh in scene 5, but you can get the espers sooner.

1) Get the 'All Gold' bonus in scene 1 and you'll find Makoto in scene 2.

2) Get Makoto in scene 2 and get the Secret Bonus in scene 3 and you'll find Genzoh in scene 3.

3) Get the 'All Gold' bonus in scene 3 and you'll find Genzoh in scene 4 (if you have not gotten him in scene 3).


- STAFF -


Hardware planned by : 'Lovely' Yohsuke

Software created by : 'Ultra Man' Naoki, 'Lonely' Kazuhiro

Character designed by : 'Italiano' Taeko, 'Donchi' Naoko

Music composed by : Cheabow

$end

$info=psyforce,psyforcj,
$bio

Psychic Force (c) 1995 Taito.


- TRIVIA -


This game runs on the Taito FX-1A hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Psychic Force Original Soundtracks - ZTTL-0001) on 11/10/1996.


- TIPS AND TRICKS -


* Play As Keith : Before the character selection screen, press and hold : Down + Guard + Weak Attack + Strong Attack + Start.


- SERIES -


1. Psychic Force (1995)

2. Psychic Force EX (1996)

3. Psychic Force 2012 (1998)


- STAFF -


Illustrator : Kenichi Ohnuki

Producer : Takeshi Kamimura

Planners : Takeshi Kamimura, Hiroshi Aoki

Programmers : Hiroshi Aoki, Tabby, Kousuke Usami, Isao Ooyama, Kumi Tsuchiya

Character coordinators : Yuji Sakamoto, Hiroto Niizato, Takayuki Isobe, Tsutomu Matsuda, Hiroshi Nishida

Music composer : Hideki Takahagi (Zuntata-J.A.M)

Sound effect coordinator : Ishikawa Babio (BABI) (Zuntata-J.A.M)

Sound programmer : Yasuhisa Watanabe (Zuntata)

Designer : Naoto Hashizume

Cast : Mitsuaki Madono, Ayako Shiraishi, Minami Takayama, Kyousei Tsukui, Yousuke Akimoto, Ayusei Nakao


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=psyfrcex,
$bio

Psychic Force EX (c) 1996 Taito.


- TRIVIA -


This game runs on the Taito FX-1A System.


- SERIES -


1. Psychic Force (1995)

2. Psychic Force EX (1996)

3. Psychic Force 2012 (1998)

$end

$info=psychos,psychosj,
$bio

Psycho Soldier (c) 1987 SNK.

Game ID : 'PS'


- TRIVIA -


Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02.


Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme.


The main character, Athena, appears in The King of Fighters series.

Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as 'Psycho Soldier Kensou'.


- UPDATES -


The Japanese and US versions have song lyrics in Japanese and English respectively.


Here is the lyrics for the Japanese version :

Psycho Ball ga hikari hanachi -

Athena no sugata terashi dasu no -

Psycho Soldier yami o saite -

Athena wa yume o suki dasu no.

Psycho Power o kokoro ni himete -

Hateshinai michi o hashiru -

Ima wa mo aozora mienai kedo...

Fire! Fire! Psycho Soldier! (x2)

Psycho Soldier ga yami o saite -

Athena wa yume o suki dasu no -

Psycho Beam no kagayaki nokoshi -

Athena wa mirai o motome tabidatsu.

Honoo no yoni moeru hitomi -

Kibo no kakaera o mitsume -

Ima wa moda namida misenai wa!

Fire! Fire! Psycho Soldier! (x2)

Psycho Beam no kagayaki nokoshi -

Athena wa mirai o motome tabidatsu.

Dare hitori shiranai ashita -

Hino tori no sugata karite -

Honoo no yoni moero hitomi -

Kibo no kakarea o mitsume -

Psycho Power o kokoro ni himete -

Hateshinai michi o hashiru -

(repeats)


Here's the english version :

Athena's name is magic -

mystery is what you see -

her crystal is the answer -

fighting fair -

to keep us free -

she's just a little girl with power inside -

burning bright -

you'd better hide if you are bad -

she'll get you -

she'll read your mind and find if -

you believe in right or wrong -

fire, fire psycho soldier.


- SERIES -


1. Athena (1986)

2. Psycho Soldier (1987)


- STAFF -


Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru


- PORTS -


* Computers :

SInclair ZX Spectrum (1987)

Commodore C64 (1987)

Amstrad CPC (1988)

$end

$info=oscar,oscarj,oscarj1,oscarj0,
$bio

Psycho-Nics Oscar (c) 08/1987 Data East.


- TRIVIA -


Game programmers used a Millennium 95085 Microsystem Emulator to program this game.


This game was the main inspiration for Turrican (one of the greatest games ever) according to Manfred Trenz ,the original programmer.


Alfa released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- STAFF -


Game designer : Akira Sakuma

Game programmers : Akira Sakuma, Satoshi Imamura

Assistant programmer : Takuya Haga

Hardware engineer : Kazud Shindzaki

Custom LSI designers : Iunichi Watanabe, Kenji Nishikawa

Graphic manager : Harumi Nomura

Enemy base designer : Katsundri Tsujimura

Graphics designers : Harumi Nomura, Yutaka Kaodoe, Backman, Masayuki Kawaguchi, Tomoo Adachi, Jun Matsuda

Music manager : Azuka Hara

Music composers : Azuka Hara, Hiroaki Yoshida, Tatsuya Kiuchi, Hitomi Komatsu

Project leader : Akira Sakuma

$end

$info=puchicar,puchicrj,
$bio

Puchi Carat - Gemstone Ohkoku no Sekai (c) 10/1997 Taito.

Game ID : E46


- TRIVIA -


The title of this game translates from Japanese as 'Small Karat - Gemstone Kingdom World'.


This game runs on the Taito F3 System hardware.


- TIPS AND TRICKS -


* Choose 3rd Costume : Press A button and Start at the same time when selecting your character.


* Play As Patoraco : After inserting a coin, when C-Mond is teaching how to play, press A(x3) and Start. She will be available between Garnet and Shyst.


- STAFF -


Producer : Atsuchi Taniguchi

Director : Takahiro Fujito

Game designers : Atsuchi Taniguchi, Takahiro Fujito, Chiho Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nabuhiro Hosomi, Yasuhisa Watanabe (Zuntata)

Character graphics : Chino Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nobuhiro Hosomi

Sound : Yasuhisa Watanabe (Zuntata)

Programmers : Nichiaki Kaneko (I.T.L), Tomoaki Kasuyagi (I.T.L), Yasuhito Nagumo (I.T.L)

Character designer : Yasunobu ousokabe


- PORTS -


* Consoles :

Sony PlayStation (1998)

Nintendo Game Boy (1999)

$end

$info=puckman,puckmana,puckmod,puckmanf,
$bio

Puckman (c) 05/1980 Namco.


A sensational maze game! The player must guide the Pac-Man about the maze, scoring points by munching up the dots in his path. Four ghost monsters chase after the Pac-Man trying to capture and deflate him.


- TRIVIA -


This game is known outside Japan as "Pac-Man".


Puckman was first introduced to the Japaneses arcades market at the midle of 1980. The voracious little critter caught the hearts and imaginations of the public like no other game and is the hallmark of the golden age of video games.


Puckman was conceived at lunchtime... literally. The designer, who was 26 at the time, was very hungry and ordered a whole pizza for himself. He took one slice and Puckman was born. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably the most well-known video character. It had its own cartoon, lunch box, board game and hundreds of other products. Puckman was also the first game to have a 'character' and changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men.


After the 255th level, Puckman locks up. This lockup does not occur if, at the end of level 254, the number '255' appears at any point within your score.


The alien spaceship "Galaxian" makes an appearance as a bonus item in the later levels.


Note : There are 240 dots per board.


Note 2 : Excluding bootlegs there are 23 different name/nickname combinations for the ghosts in "Pac-Man" (24 including 'Sue' from "Ms. Pac-Man").


The original Puckman was available in two different cabinets from Namco, an upright and a cocktail. There were also alternate cabinets produced by Hanly, Kenphone Electronics, Karateco, NSM Play, Bell Fruit MFG, and several bootleg game manufacturers....


* Namco Upright - The original Namco upright version came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for "Pac-Man" and "Galaxian". The only actual design difference was the coin door. Puckman had a tall coin door with a single coin mech, while "Pac-Man" had a fat coin door with two coin mechs installed. However, the graphics on the machine were completely different. The marquee had the 'Puckman' logo off to the side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges.


* Namco Cocktail - The Namco Cocktail was a table style unit and had almost no decorations at all, merely an instruction card underneath the glass, and some pictures on the control panel. There seems to be several different versions of the control panel graphics, but most of them show cartoon Puckmen on them. This table is not the same design as the "Pac-Man" cocktail, in fact it appears to use an almost identical design to Sega's "Carnival" including the strange coin mechs (it is very possible that they were the same cabinet, as many game makers bought their cocktail cabinets from third parties, and then simply installed the games into them).


* Kenphone Electronics Upright - Kenphone actually produced a better looking Puckman than Namco did. They used their own sturdy cabinet design, and featured painted sideart of Puckman singing into a 50s style microphone. The rest of the graphics scheme was predominantly dark blue, and the marquee simply bore a centered Puckman logo. This cabinet was of a better design than Namco's, and these machines tend to be in better condition than real Namco units.


* Hanly Cocktail - Hanly made a few cocktail units that were identical to the Namco cocktail in design, but had all their instructions in english, and have the word 'Hanly' substitued for 'Namco' everywhere on the machine.


* Bell Fruit MFG Upright - The Bell Fruit upright was available only in the United Kingdom. This was Bell Fruit's standard mini arcade cabinet with a simple Puckman marquee that featured a few small ghosts and some images of cherries. The monitor bezel was similar to the circular design on the original Namco version, but all the pictures of the Puckmen were different, and all the instructions were in English. This machine had no sideart and the control panel was unadorned.


* NSM Play Upright - The NSM upright was sold only in Germany. At a glance it looks fairly similar to the Namco upright, but if you look a bit closer you can see that all the decorations on the machine are of low quality, and it comes off looking like a cheap bootleg, even though it was an official Namco licensed version. The instructions on these machines are usually in German.


* Bootlegs/hacks Upright - This final version is a complete fake, but there are a lot of them. They seem to use converted Namco cabinets, painted white, and are decorated with very strange looking sideart that shows Puckmen and ghosts that look nothing like the ones on any other Puckman/"Pac-Man" products (since when has Puckman had green frogs legs?). The marquee has an odd Puckman logo in yellow and orange, along with a picture of the blue ghost and the strange 'frog legged' Puckman.


A Bootleg of this game is called "Ghostmuncher". Some hacks are known as "New Puck X", "Newpuc2" and "Joyman".


- UPDATES -


The monsters have names and nicknames which were, in "Pac-Man" : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, aqua and orange in color, respectively. In the original Puckman, these monsters were named Akabei (red-guy), Pinky, Aosuke (blue-guy), and Guzuta (slow-guy). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky).


- SERIES -


1. Puckman (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- STAFF -


Designed by : Toru Iwantani

Programmed by : Hideyuki Mokajima

Music & Sound by : Toshio Kai

$end

$info=puckpkmn,
$bio

Puckman Pockimon (c) 2000 Genie.


A "Pac-man" style game with Pac-Man and Pocket Monster (Pok'n) characters. Player 1 controls Puckman and Player 2 controls Pikachu's head. Trying to catch you are the Ghost Monsters from the Pac-man games along with some Pocket Monsters. Get the 'power fruit' and you can eat them instead. When you complete a level, you are shown a digitized photograph of an Asian woman for some reason.


- TRIVIA -


The game's creators probably did not get permission from Namco or Nintendo to use the characters, since there are no copyright notices indicating otherwise. While 'Pockimon' is a misspelling of 'Pokemon', "Puckman" is "Pac-Man"'s original name in Japan.


Most of the sound effects and music were taken from "Ms. Pac-Man".

$end

$info=pulirula,pulirulj,
$bio

PuLiRuLa (c) 11/1991 Taito.

Game ID : C98


Figth with your wandstick and save your country in this nice and fun Horizontal beat'em up.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (PuLiRuLa - PCCB-00091) on 17/07/1992.


- STAFF -


Producer : Hidehiro Fujiwara

Character : Kat, Zawakichi, Carry An Hirrcky

Sound (Team Zuntata) : Kazuko Umino, Yasuhisa Watanabe

Software : Iromust TMR, Exit Kardy, Magician KAZ

Hardware : Yasuhiro Shibuya

Designers : Mt. Mihara B. E. Umakboh

Character Designers : Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M

Model : E. Saton Go 2


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn

FM Towns Marty

$end

$info=pulsar,
$bio

Pulsar (c) 01/1981 Sega.

Game ID : 790-805


A one or two player game in wich players maneuver their tank through a maze in an effort to secure keys neccessary to unlock the gate to the next round.


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


- STAFF -


Designed and programmed by : Larry Clague, Mike Hendricks

$end

$info=pulstar,
$bio

Pulstar (c) 08/1995 Aicom.

Game ID : 0089


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Pulstar was one of the first games on the NEO-GEO to use state-of-the-art SGI rendered graphics like those found in Nintendo Super Famicom's "Donkey Kong Country".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Pulstar - PCCB-00192) on 21/10/1995.


- TIPS AND TRICKS -


* Stage Select : Hold down A+B+C+D on both sides, then highlight a stage and let the timer activate the stage.

Stage 1 becomes Stage 5.

Stage 2 becomes Stage 6.

Stage 3 becomes Stage 7.

Stage 4 becomes the final Stage.


- STAFF -


Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, Yamadasan, Shion, F. Ryuze

Music composed by : Harumi Fujita, Yasuaki Fujita


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=punchout,
$bio

Punch-Out!! (c) 02/1984 Nintendo.


The player assumes the role of a green-haired boxer, known by three initials the player chooses when the game begins. During matches, the player's boxer is viewed from behind as a wireframe (so the opponents can be seen). The player must time his punches, dodges and blocks in order to defeat the opposing boxer.

The figures in the game are very cartoonish, but are very appropriate for the game's genre. The top monitor is used for statistics while the bottom is used to display the game.


- TRIVIA -


This games' innovative gameplay and memorable digitized speech made it popular throughout the rest of the '80s.


Mario, Luigi, Donkey Kong and Donkey Kong Jr. appear as spectators in the crowd - on both sides of the ring.


A Game & Watch version was also released the same year under the title 'Boxing'. It was renamed to 'Punch-Out!!' for it's special 1988 U.S. release.


- TIPS AND TRICKS -


* Here's the system for getting by everyone in one round of Punch Out (Warning : This system works on 9 out of ten Punch Out machines)...

1) Glass Joe : So easy that you'd have to be trying not to win. But to be 100% sure... Keep guard up till his eyes glow for a big punch, dodge, and hammer him with rights and lefts to the face. Repeat till down.

2) Piston Hurricane : Concentrate blows, especially lefts, to the abdomen. When he backs up and charges in, hit him with a blow to the stomach as soon as he charges into you, he'll go down for the count after the 2nd or third time.

3) Bald Bull : Fairly simple : Right, dodge, left left. Right, dodge left left. Look out for his upper cuts though (get out of the way! duh) and upon his bull-charge you have two options. A hit to the stomach when he is right under you puts him down for the count, but if your reflexes aren't optimum, you are better off at dodging and continuing the fight. Right to the face (or 2 lefts), dodge, right. NO BODY BLOWS TO BALD BULL except on the bull charge.

4) Kid Quick : Soooo easy : Right, dodge, right right dodge right right dodge right right dodge right right dodge right right. (these all being blows to the head). VERY EASY as long as you don't lose your rhythm. If ya do get messed up you can usually recover with a a dodge and starting again. No blows to the stomach. This is basically what you'll be doing against Mr. Sandman.

5) Pizza Pasta : Basically you're waiting for him to screw up. Use the kid quick system till he backs off (with the Come on! Come on!) and DODGE his hook. Then pummel him with rights and lefts to the head( ONLY the head), and he won't be fighting back. Repeat till he's dead. If he pins you up against the ropes with shots to the stomach at some point, just get your guard down there and sneak in some lefts and you should break free.

6) Mr. Sandman, the champion : Kid Quick system exactly. Every now and then however he fires a very quick left or right to the head. When he hits you with one, dodge the opposite way of the hit quickly or you'll be going down.


- SERIES -


1. Punch-Out!! (1984)

2. Super Punch-Out!! (1984)

$end

$info=punisher,punishru,punishrj,
$bio

The Punisher (c) 04/1993 Capcom.


The Punisher teams up with Nick Fury to rid the city of Kingpin. Lots of devastating weapons and moves to unleash on your opponents.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Based on the Marvel Comics series.


This game runs on the Capcom Play System hardware (CPS).


- TIPS AND TRICKS -


* Special Ending : Finish the game without having to continue to see a different credit sequence (badguy parade).


- STAFF -


Game designers : Akiman, Maeda, Buchi, Jun Keiba, Ohn

Program designers : Kazuhito Nakai, T. Ueno, Y. Kawabata, Mitsu, Y. Mikami (ZZR)

Character designers : Eripyon.N, Matsunaga, Mayo Seriya, Daniel, Vlad.T, Inukichi, Minobeyan, Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan

Sound designers : Yoko Shimomura (Pi B), Isao Abe, Toshio Kajino, Syun Nishigaki, Nobu. Oouchi

Director : Noritaka Funamizu (Poo)

System advicer : Jaboon

Illustration designer : Sensei


- PORTS -


* Consoles :

Sega Mega Drive (1994)

$end

$info=punkshot,punksht2,punkshtj,
$bio

Punk Shot (c) 11/1990 Konami.

Game ID : GX907


Street basketball game two on two with punks and punchs!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.3 - KICA-7502) on 05/05/1991.

$end

$info=prikura,
$bio

Purikura Daisakusen (c) 1996 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Princess Clara's Big Operation'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=pururun,
$bio

PuRuRun (c) 10/1995 Metro / Banpresto


- TRIVIA -


Pururun is Japanese onomatopoiea for a jiggling sound.

$end

$info=pushman,pushmans,
$bio

Pushman (c) 1990 Comad.


- TRIVIA -


Also licensed to American Sammy (12/1991).

$end

$info=puyopuyo,puyopuya,puyopuyb,
$bio

Puyo Puyo (c) 10/1992 Sega / Compile.


- TRIVIA -


Puyo Puyo is Japanese onomatopoiea for the sound that a rather plump person might make.


This game runs on the Sega System C2 hardware.


Puyo Puyo was originally released by Compile in 1991 for the MSX2 under the name Puyo Puyo. It was soon followed by a version for the Nintendo Famicom Disk Drive called 'Puyo Puyo Disk Drive' (featured characters from the 1989 RPG Madou Monogatari, also made by Compile). Puyo Puyo only really became popular when it was released as an arcade game in 1992. This was the first version that included a one player story mode, in which the human player plays against computer opponents of increasing difficulty. This feature was an immediate success because it allowed players to play by themselves. Future versions of Puyo Puyo for home systems also included this feature (see 'Ports' section for more info).


- SERIES -


1. Puyo Puyo (1992)

2. Puyo Puyo 2 (1994)

3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)

4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)

5. Puyo Puyo Sun (1996)

6. Puyo Puyo Da! (1999)

7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)

8. Puyo Pop (1999, SNK Neo-Geo Pocket)

9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance)


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Sega Game Gear (1993)

Nintendo Famicom (1993)

Nintendo Super Famicom (1993, "Super Puyo Puyo")

NEC PC Engine Super CD-ROM2 (1994, "Puyo Puyo CD")

Nintendo Game Boy (1994)

FM Towns Marty


* Computers :

Sharp X68000 (1994)


* Others :

Mobile phones (2001)

$end

$info=puyopuy2,
$bio

Puyo Puyo 2 (c) 1994 Compile.


- TRIVIA -


The title screen says 'Puyo Puyo Tsu' : 'Tsu' is a pun, it has no meaning here but it's pronounced like 'Two'.


Licensed to Sega for manufacture, this game runs on the Sega System C2 hardware.


- SERIES -


1. Puyo Puyo (1992)

2. Puyo Puyo 2 (1994)

3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)

4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)

5. Puyo Puyo Sun (1996)

6. Puyo Puyo Da! (1999)

7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)

8. Puyo Pop (1999, SNK Neo-Geo Pocket)

9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance)


- PORTS -


* Consoles :

Sega Mega Drive (1994)

Sega Game Gear (1994)

Nintendo Super Famicom (1995, "Super Puyo Puyo 2")

Nintendo Game Boy (1996, "Pocket Puyo Puyo 2")

$end

$info=puyosun,
$bio

Puyo Puyo Sun (c) 1996 Compile.


- TRIVIA -


'Sun' is a pun for 'San'. It's the third puyo puyo at the arcade and 'San' stands for 'Three' in Japanese.


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Puyo Puyo (1992)

2. Puyo Puyo 2 (1994)

3. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)

4. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)

5. Puyo Puyo Sun (1996)

6. Puyo Puyo Da! (1999)

7. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)

8. Puyo Pop (1999, SNK Neo-Geo Pocket)

9. Minna de Puyo Puyo (2001, Nintendo Game Boy Advance)


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=puzzloop,puzloopj,puzloopu,
$bio

Puzz Loop (c) 1998 Mitchell.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.


- SERIES -


1. Puzz Loop (1998)

2. Puzz Loop 2 (2001)


- STAFF -


Graphic designers : M-Nuts, Amamoto, SABATO

Programmers : Yoshimura, Akaishi

Sound : Maruyama, M-Nuts, A.S

Game designer : SABATO


- PORTS -


*Consoles :

Ballistic (2000, Sony PlayStation)

$end

$info=pbobble,pbobblen,pbobblna,
$bio

Puzzle Bobble (c) 06/1994 Taito.


- TRIVIA -


This game is known in US as "Bust-A-Move".


This game runs on the Taito B System hardware but it was re-released six month later (12/1994) on the SNK Neo-Geo MVS hardware (Taito's first game on this hardware, Game ID : 0083).


As well as typically cute Japanese animation (the characters from Bubble Bobble operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls.


Zuntata records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997.


- SERIES -


1. Puzzle Bobble (1994)

2. Puzzle Bobble 2 (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- STAFF -


Game designer : Seiichi Nakakuki

Programmer & Game designer : Tkhc.02

Programmer & System designer : Tmr

Programmer & Play designer : Nob

Character & Game designer : Kazuhiro Kinoshita

Character designers : Komai Ryota, Kamiya Miwa

Music composed by: Kazuko Umino, Yasuko Yamada

Sound effects : Hideki Takahagi

Sound soft : Naoto Yagishita

Sound producer : Hiroshige Tonomura

Designers : Hiroyasu Nagai (Super Star Nagai), T. Yoshiba, M. Osaka, Nobuaki Kuroki, Y. Onogi

Supervisers : Masaki Yagi, T. Saito, G Rox, H. Kato, K. Tajima


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

SNK Neo-Geo CD (1995)

3DO (1995)

Sega Game Gear (1995, "Bust-A-Move")

Nintendo Game Boy (1998, "Puzzle Bobble GB")

SNK Neo-Geo Pocket (1999, Puzzle Bobble Mini")

Bandai WonderSwan (1999)

$end

$info=pbobbl2n,pbobble2,pbobbl2j,
$bio

Puzzle Bobble 2 (c) 07/1995 Taito.

Game ID : E10


- TRIVIA -


This game is known in US as "Bust-A-Move Again".


This game runs on the Taito F3 System hardware but it was re-released (licensed to SNK) on the SNK Neo-geo MVS hardware in 1999 (Game ID : 0248). This MVS version is a port from the 1995 version and is the first (and maybe the only at this time) port from 'coin-op to coin-op'!


Zuntata records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997.


- SERIES -


1. Puzzle Bobble (1994)

2. Puzzle Bobble 2 (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- STAFF -


Game designer : Seiichi Nakakuki

Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Kamiya Miwa, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.

Programmers : Hiroshi Maruyama, Junichiro Noguchi

Sound (Zuntata) : Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu

Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori


- PORTS -


* Consoles :

Sony PlayStation (1996)

Nintendo 64 in (1998, "Bust-A-Move 2")

SNK Neo-Geo MVS (1999)


* Computers :

PC [MS-DOS, CD-ROM] (1997)

$end

$info=pbobbl2x,
$bio

Puzzle Bobble 2X (c) 11/1995 Taito.

Game ID : E10


- TRIVIA -


This game runs on the Taito F3 System hardware.


- UPDATES -


This game is an expanded version of Puzzle Bobble 2 :

* Either or none of them can be chosen from the menu in the test section.

* It has a Christmas and a Happy New Year intro.

* It has the extra mode built-in.


- SERIES -


1. Puzzle Bobble (1994)

2. Puzzle Bobble 2 (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- PORTS -


* Consoles :

Sega Saturn (1996, "Puzzle Bobble 2X")

Sega Saturn (1997, "Puzzle Bobble 2X + Space Invaders")

$end

$info=pbobble3,pbobbl3u,pbobbl3j,
$bio

Puzzle Bobble 3 (c) 09/1996 Taito.

Game ID : E29


- TRIVIA -


This game runs on the Taito F3 System hardware.


One of the playable characters is an enemy character from "Sonic Blast Man 2 - Real Puncher".


Another of the characters is a homage to Capcom's Ryu, complete with Shouryuken and Hadoken motions when he gets good combos. In his winpose (where he turns his back to the player), he has the Taito logo on his back.


- SERIES -


1. Puzzle Bobble (1994)

2. Puzzle Bobble 2 (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- STAFF -


Game designers : Seiichi Nakakuki, T. Saito

Programmers : Nak (Njk Techno), Maru (Njk Techno)

Character designers : Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka

Music composer : Y. Urita (Zuntata)

Designer : Kumi Mizobe

Round designers : Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori

Voice performers : Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi

Narration assists : Norihiro Furukawa (Zuntata), Richard H.B (Zuntata)


- PORTS -


* Consoles :

Sega Saturn (1997)

Sony PlayStation (1997)

Nintendo 64 (1998)

$end

$info=pbobble4,pbobbl4u,pbobbl4j,
$bio

Puzzle Bobble 4 (c) 12/1997 Taito.

Game ID : E49


- TRIVIA -


This game runs on the Taito F3 System hardware.


- SERIES -


1. Puzzle Bobble (1994)

2. Puzzle Bobble 2 (1995)

3. Puzzle Bobble 2X (1995)

4. Puzzle Bobble 3 (1996)

5. Puzzle Bobble 4 (1997)

6. Super Puzzle Bobble (1999)

7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)

8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)

9. Ultra Bust-a-Move (2004, Microsoft X-BOX)


- STAFF -


Director : Kazuhiro Oohara

Planners : Kazuhiro Oohara, Tsukasa Ohshima, Nobuaki Kuroki, Takayasu Masaki

Base game designer : Seiichi Nakakuki

Programmers : Hiroshi Maruyama, Emoyan, Okazu Taiyaki, Nak

Character designer : Miyabi Tashiro

Graphic designers : Miyabi Tashiro, Chino Maeda, Ken Ninomiya, Mari Fukusaki, Sakotan, Debi, Kao, Kimiaki Yomo, Seiryu Kitagishi

Sound producer : Hisayoshi Ogura (Zuntata)

Sound director : Munehiro Nakanishi (Zuntata)

Sound composer : Rim. (Zuntata)

Voice actors & actress : Hisayoshi Ogura (Zuntata), Naoto Yagishita (Yag) (Zuntata), Nakayama Jyotohei (Zuntata), Mizuki.U (Zuntata), Kumi.K, Takako.A, Chinami Nishimura (B1Produce)

Design works : Mihoko Sudou

Quartity warranty : Nobuhiro Koyama, Makoto Obonai, Satoshi Katsumata, Eiji Kawabata

Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani


- PORTS -


* Consoles :

Sony PlayStation (1998)

Nintendo Game Boy (1999, "Bust-A-Move 4")

Sega Dreamcast (2000)

NUON [Unreleased] (2001, "Bust-A-Move 4")

Nintendo 64


* Computers :

PC [MS Windows, CD-ROM] (1999)

$end

$info=puzlclub,
$bio

Puzzle Club (c) 1990 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware. This game is a prototype. While the game is complete it doesn't have a proper title screen.


- STAFF -


Chief : Wan Wan

Programmer : Akima Chan

Game & Graphic designer : S. Norimatsu

Game music : Seiichi Sakurai (Sack Chan), Shinji Hosoe, Ayako Sasou

Designers : N. Abe, H. Kuwabara

Gals animator : Y. Sakakibara

Graphic designer : Y. Wagatsuma

$end

$info=pclubys,
$bio

Puzzle Club (c) 2000 Yun Sung.

$end

$info=pzlbowl,
$bio

Puzzle de Bowling (c) 1999 Nihon System / Moss.

$end

$info=puzzledp,
$bio

Puzzle de Pon! (c) 11/1995 Taito.

Game ID : 0202


Controlled with an 8-way joystick and one button.


- TRIVIA -


Licensed to Visco.


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Puzzle de Pon! (1995)

2. Puzzle de Pon! R! (1997)


- STAFF -


Producer : Tetsuo Akiyama

Direction : Don Gabagyo

Assistance : Yaushisa Itoi

Programmers : Basser Teramachi, Gold Finger Iwasawa

Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu

Sound music : Light Link Music, Kenichi Kamio

$end

$info=puzzldpr,
$bio

Puzzle de Pon! R! (c) 1997 Taito.

Game ID : 0235


Controlled with an 8-way joystick and one button.


- TRIVIA -


Licensed to Visco.


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Puzzle de Pon! (1995)

2. Puzzle de Pon! R! (1997)


- STAFF -


Producer : Tetsuo Akiyama

Direction : Don Gabagyo

Assistance : Yaushisa Itoi

Programmers : Basser Teramachi, Gold Finger Iwasawa

Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu

Sound music : Light Link Music, Kenichi Kamio

$end

$info=puzlstar,
$bio

Puzzle Star (c) 1999 IGS.

$end

$info=joyjoy,
$bio

Puzzled (c) 11/1990 SNK.

Game ID : 0021


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Joy Joy Kid".


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Eikichi Kawasaki

Planner : CHP Nakata

Programmer : Nishido~N

Designers : N-Chyuing Born, Komura, Burio Egresias, Sankoh Chokkyu, Shimachan -PU-

Sound : Jojoha Kitamura


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=puzzli,
$bio

Puzzli (c) 11/1995 Metro / Banpresto.


- SERIES -


1. Puzzli (1995)

2. Puzzli 2 (2001)


- STAFF -


Planners : Pochi, Dharma (Original)

Graphic designers : Rayray, Araiguma, 551, Iso.Onna, Show, Ching Pan, Yukihisa

Sound : Efa, Famishin, Takesoft

Programmers : Match, May., Mitu (Assist)

$end

$info=puzznic,
$bio

Puzznic (c) 1989 Taito.

Game ID : C20


- TRIVIA -


This game runs on the Taito L System hardware.


- PORTS -


* Consoles :

NEC PC Engine (1990)

Nintendo Famicom (1990)

Nintendo Game Boy


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=pyros,
$bio

Pyros (c) 1987 Toaplan.

Game ID : TP-009


Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans.

Use the 8-way joystick to move away from the enemies and destroy them with your magic flame thrower (left button) or quickly jump (right button) away from their brutal attacks.


- TRIVIA -


Licensed to Taito for US manufacture and distribution.


This game is known outside US as "Wardner" and in Japan as "Wardner no Mori".


Toaplan released a limited-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- STAFF -


Music composed by : Ree Ohta

$end

$info=ridleofp,
$bio

Pythagoras no Nazo - Riddle of Pythagoras (c) 1986 Sega / Nasco.


- TRIVIA -


This game runs on the Sega System E hardware.


- STAFF -


Original story by : Teruo Ohhira

Produced by Exa Planning.

Producer : Mr. Large Coin

Game designers : Hiroshi Ohta, Tokuhiro Takemori

Development adviser : Kenji Nakajima

Character designers : Buta-Kun, Tomoko Sugoh, Tetsushi Nakamura, Keisuke Abe

System supervisor : Akimichi Oda

Sound composers : Jiroh Itaya, Victory Ozawa

Programmers : Mamoru Shiratani, Yuuki <3 Miku

$end

$info=qbert,qberta,qbertjp,myqbert,qberttst,
$bio

Q*Bert (c) 10/1982 Gottlieb.

Game ID : GV-103


Q*bert is an energetic little guy, with a big nose, who hops up and down cubicle pyramids in a magical world. When Q*bert hops on a cube, its top changes color, so Q*bert invented a little game : he loves to go from pyramid to pyramid, changing all the cube tops in each pyramid to another color. But nothing comes easily, even in Q'bert's world. Q*bert's enemies, Sam and Coily, do their best to thwart Q*bert in his colorful game. Sometimes they make Q*bert mad enough to say, '!#?'. It takes quick thinking and a quick wrist to help Q*bert change all of the cube tops to the desired color when you succeed, YOU are the Supreme Noser!

Controlled with a 4-way joystick.


- TRIVIA -


Licensed to Konami for Japanese distribution (02/1983).


Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*Bert changing the color of the cubes. Q*Bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-Bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '!#?!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*Bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*Bert falls off the pyramid.


Approximately 30,000 units were produced by Gottlieb.


A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow softdrink, but it was never released to the market.


In addition to being a hit as a game, Q*Bert provided a marketing bonanza with a host of toys, games, and other products bearing the hero’s likeness. There was even a Q*Bert cartoon. Saturday Su-percade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*Tee (Q*bert's girlfriend), Q*Bit (his little brother), and others. The popularity was such that Gottlieb assigned pinball designer John Trudeau (Creature From the Black Lagoon, Congo) to devise a Q*Bert pinball. It was called Q*Bert's Quest and Trudeau created an innovative design pattern that should have sparked just about any arcade goers to try it. Remarkably, it was a miserable flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times.


A Q*Bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.


Parker Brothers released a boardgame based on this videogame (same name) in 1983 : Object of the game is to be one of the 'NOSER ELITE' by collecting more pegs than you opponent. First your Q*bert is moving around the pyramid trying to get as many pegs as you can... Your opponent controls the 'nasty' characters that want to stop you.


- TIPS AND TRICKS -


* Hint : A big part of the game is waiting to see where creatures are going to jump. You need to make sure you always time a jump at the same time the creatures jump to you can always have a clear path to a new square.


- SERIES -


1. Q*Bert (1982)

2. Q*Bert's Qubes (1984)

3. Q*Bert 3 (Nintendo Super Famicom)


- STAFF -


Designed by : Jeff Lee

Programmed by : Warren Davis

Cabinet graphics by : Terry Doerzaph

Audio by : David Thiel


- PORTS -


* Consoles :

Sega SG-1000 (1982)

Colecovision (1983)

Mattel Intellivision (1983)

Atari 2600 (1983)

Atari 5200 (1983)

Nintendo Famicom (1989)

Sony PlayStation (1999)

G7000 Videopac

Nintendo Game Boy


* Computers :

Commodore VIC20 (1983)

Commodore C64 ("Hexpert")


* Others :

VFD handheld game (1983) released by Parker Brothers : Excellent conversion!

$end

$info=qbertqub,
$bio

Q*Bert's Qubes (c) 07/1984 Mylstar Electronics.

Game ID : GV-119


- TRIVIA -


This game was the first to have used both Mylstar and Gottlieb (Gottlieb was renamed Mylstar not too soon after the game was released, Warren Davis also joked that Mylstar is Rat Slime spelled backwards) on two different versions of the marquee).


- SERIES -


1. Q*Bert (1982)

2. Q*Bert's Qubes (1984)

3. Q*Bert 3 (Nintendo Super Famicom)


- STAFF -


Programmed by : Neil Burnstein

Graphics by : Jeff Lee

Audio by : David Thiel

Cabinet graphics by : Terry Doerzaph


- PORTS -


* Consoles :

Atari 2600

Colecovision


* Computers :

MSX (1986)

$end

$info=qb3,
$bio

QB-3 (c) 1982 Rock-ola.

$end

$info=qix,qixa,qixb,
$bio

Qix (c) 10/1981 Taito.

Game ID : LK


The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a sticklike entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.


- TRIVIA -


The author named the game 'QIX' because his car registration/number plate at the time was : 'JUS4QIX'.


Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.


Note : pronounced 'KICKS' and not 'QUIX'. :)


A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.


- SERIES -


1. Qix (1981)

2. Super Qix (1987)

3. Twin Qix (1995)


- STAFF -


Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer


- PORTS -


* Consoles :

Atari 5200 (1982)

Nintendo Famicom (1990)

Nintendo Game Boy (1990)

Atari Lynx (1991)


* Computers :

Tandy (1984, "Quix")

Commodore Amiga (1989)

Commodore C64 (1989)

Apple II (1989)

PC-Compatible [MS-DOS] (1989)


* Others :

Nokia N-Gage (2004, "Taito Memories")

$end

$info=qix2,
$bio

Qix II - Tournament (c) 1982 Taito.


- UPDATES -


Qix II is an enhancement version of the original "Qix" :

* It supports a different color scheme than the original.

* There is a bonus feature that awards a free game if 90 percent or more of the screen is enclosed.


- STAFF -


Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer

$end

$info=quaquiz2,
$bio

Quadro Quiz II (c) 1985 Status Games.

$end

$info=quantum,quantum1,quantump,
$bio

Quantum (c) 12/1982 Atari.

Game ID : 136016


The game itself has an interesting concept, similar to "Qix". You have to encircle various particles using a trackball controller.


- TRIVIA -


Quantum was the first Atari game to allow a player to try the game without inserting a coin. During the attract mode, the game allowed the player to move the comet to try to capture a particle. During this mode, the messages 'TRY CAPTURING THIS ATOM' and 'MOVE THE TRACKBALL'.


Quantum was also the first game to allow player to 'draw' his name with the trackball when he gets the high score.


Quantum was designed by General Computer for Atari as part of a lawsuit settlement for a "Missile Command" speedup kit to which they affixed their copyright.


Approximately 500 units were produced. The game came in the same cabinet as "Space Duel" and "Gravitar", but it was not a conversion kit. It had totally different art, and was only available in full dedicated cabinet form. Like all vector games, Quantum is very problematic, and monitor failures are very common.


- TIPS AND TRICKS -


* A Trick : Once you capture a particle (or anything), you should keep circling it. You can keep capturing it over and over until you get tired. For 4x the score, you can apply this trick to two particles at once. Obviously this trick is easier to do on the very early levels.


* Hint : White particles always move vertically, while colored particles always move diagonally. Knowing this may make capturing them easier.

$end

$info=quarterb,quartrba,
$bio

Quarterback (c) 07/1987 Leland.


- SERIES -


1. Quarterback (1987)

2. John Elway's Team Quarterback (1988)

3. All American Football (1989)


- STAFF -


Direction : John Rowe, Medo Moreno

Software : Phil Sorger, Bob Skinner, John Morgan, Steve Hostetler, Keith Gabryelski, Mike Enright

Graphics : Kevin Lydy

Sounds : David Cartt, Mike Marsh

Music : Sam Powell

Hardware : Eric Henderson, Dennis Sable, Dave Scott

Technical advisor : Patrick Curran

$end

$info=quartet,quartetj,quartet2,quartt2j,
$bio

Quartet (c) 04/1986 Sega.


- TRIVIA -


This game runs on a Sega Pre-System 16 hardware.


Alfa Records released a limited-edition soundtrack for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.


- UPDATES -


Quartet 2 is not a sequel, it's an update :

* You can change characters on the fly during the game when you continue, while in the original Quartet, the characters were affixed to the specific color joystick areas.

* You can have just two players at the same time instead of four.


- STAFF -


Music composed by : Katsuhiro Hayashi (Funkey K.H)

From highscore table : (YAS), (IDA), (KEN), (MIY), (AGU), (CHI), (OOO), (TOM), (KAW), Reiko Kodama (REI), (KAW), (TOH), Hayashi Katsuhiro (HAY), (HON), (UCH), (JOE), (LEE), (EDG), (MAR)


- PORTS -


* Consoles :

Sega Master System (1987)


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)


* Others :

Mobile phones (2002)

$end

$info=quarth,
$bio

Quarth (c) 10/1989 Konami.

Game ID : GX063


- TRIVIA -


This game is known outside Japan as "Block Hole".


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- PORTS -


* Consoles :

Nintendo Famicom

Nintendo Game Boy (1990)


* Computers :

Sharp X68000 (1990)

MSX2

$end

$info=quasar,quasara,
$bio

Quasar (c) 1980 Zaccaria.


- TRIVIA -


Quasar is the first original game created by Zaccaria.


Zaccaria went bankrupt in 1988. The three brothers Marino, Franco and Natale Zaccaria (hence the symbol of the manufacturer, three Z with the initial of the name of the brothers on each Z) went in San Marino republic and founded Tecnoplay, a distributor of Sega arcade games in Italy among others.

$end

$info=quester,
$bio

Quester (c) 09/1987 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Quester represents the Namco response to Taito's "Arkanoid".


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.


- STAFF -


Game designer : Shinji Noguchi

Field designers : Toru Iwatani, Shinji Noguchi, Yukihiko Yagi

Graphic designers : Nobutaka Nakajima, Shinji Noguchi, Yukari Miyagi, Satoshi Norimatsu, Michiyo Yamashita

Title logo designer : Akira Usukura

Music composer : Shinji Hosoe

Game sequence : Kosei Matsuura

Device driver : Atsushi Yuhara

Sound driver : Junko Ozawa, Takatoshi Kobayashi

Hardware test : Hideto Yamazaki

PCB & chip designers : Toru Ogawa, Makoto Inoue, Tsutomu Fujita, Takao Okada, Kazukiyo Shinozaki

Control panel : Akira Ohsugi, Hiroyuki Kobayashi

Produced by : Toru Iwatani

$end

$info=qad,qadj,
$bio

Quiz & Dragons - Capcom Quiz Game (c) 07/1992 Capcom.


Controlled with four buttons.


- TRIVIA -


Quiz & Dragons was released in Japan two years later (09/1994, see 'Updates' section for more information).


This game runs on the Capcom Play System hardware (CPS).


- UPDATES -


The Japanese version of Quiz & Dragons hosts some major changes and improvements :

* Now you can roll the dice by yourself - No automatic roll.

* Characters start with only 3 points of life.

* Characters gain experience points and level up,increasing their maximum life points and gaining items.

* A Name Entry screen before you begin.

* You can now choose to use or keep the items for later quiz battles.

* Graphics and design changed to have the more Capcom-fighter hand-drawn look.

* Different music.

* Different Capcom logo screen.

* Story changes.

* Much more animation added.

* Monster placement on the playfields is different.

* The questions are more Anime,Manga and Game-oriented.


- STAFF -


Music compose: Isao Abe (Oyaji)

$end

$info=inufuku,
$bio

Quiz & Variety Sukusuku Inufuku (c) 1998 Video System.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz & Variety Quickly Inufuku'.

$end

$info=quiz365,quiz365t,
$bio

Quiz 365 (c) 1994 Nakanihon.

$end

$info=quizmoon,
$bio

Quiz Bishoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un (c) 1997 Banpresto.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Pretty Soldier Sailor Moon - Wisdom, Physical Strength, Time of Fortune'.

$end

$info=quizchq,quizchql,
$bio

Quiz Channel Question (c) 1993 Nakanihon.

Game ID : '73'


- TRIVIA -


The version 1.23 is licensed to Laxan for manufacture.

$end

$info=qzchikyu,
$bio

Quiz Chikyu Bouei Gun (c) 02/1992 Taito.

Game ID : D19


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Earth Defense Force'.


This game runs on the Taito F2 hardware.


- STAFF -


Sound composer : Yoshirou Horie

$end

$info=qcrayon,
$bio

Quiz Crayon Shin-chan (c) 08/1993 Taito.

Game ID : D55


- TRIVIA -


This game runs on the Taito F2 hardware.


- SERIES -


1. Quiz Crayon Shin-chan (1993)

2. Crayon Shin-chan - Ora To Asobo (1993)


- STAFF -


Sound composers : Shizuo Aizawa (Splatter A), Blastman.F, Yasuko Yamada (Zuntata)

$end

$info=quizdais,
$bio

Quiz Daisousa Sen - The Last Count Down (c) 07/1991 SNK.

Game ID : 0023


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Great Investigation Track'.


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Quiz Daisousa Sen - The Last Count Down (1991)

2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992)

$end

$info=hotdebut,
$bio

Quiz de Idol! Hot Debut (c) 2000 Psikyo / Moss.


- TIPS AND TRICKS -


* Maintenance Code :

9-2-3-0-1 Maintenance Mode

$end

$info=quizdna,
$bio

Quiz DNA no Hanran (c) 1992 Face.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Revolt of DNA'.

$end

$info=qdrmfgp,
$bio

Quiz Do Re Mi Fa Grand Prix (c) 1994 Konami.


- SERIES -


1. Quiz Do Re Mi Fa Grand Prix (1994)

2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)

$end

$info=qdrmfgp2,
$bio

Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (c) 1995 Konami.


- SERIES -


1. Quiz Do Re Mi Fa Grand Prix (1994)

2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)

$end

$info=quizf1,
$bio

Quiz F-1 1,2 finish (c) 1992 Irem.


- TRIVIA -


This game runs on the Irem M-97 system hardware.


- STAFF -


Sound composer : Hiyamuta (Hiya)

$end

$info=gakupara,
$bio

Quiz Gakuen Paradise (c) 1991 NMK.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Academy Paradise'.

$end

$info=qgakumon,
$bio

Quiz Gakumon no Susume (c) 1993 Konami.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Get That Scholarship'.


This game runs on the TMNT2 hardware.

$end

$info=gekiretu,
$bio

Quiz Gekiretsu Scramble (c) 1992 Face.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Fierce Scramble'.


The two main characters are named 'Geki' and 'Retsu' -- hence the title.

$end

$info=qgh,
$bio

Quiz Ghost Hunter - The Quiz Adventure (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System 24 hardware.

$end

$info=quizhq,
$bio

Quiz H.Q. (c) 07/1990 Taito.

Game ID : C53


- TRIVIA -


This game runs on the Taito F2 hardware.


The game is loosely based on the Chase HQ series.


- STAFF -


Producers : Fumio Horiuch, Kougi Ohmae

Programmers : Vanarna, Shirou Yoshidan, Shinichirou Endoh, Kentrou Ueno, Ayako Yoshida

Sound : Kazuko Umino, Kayo Kawamoto, Hiroshige Tonomura

Hard : Yasuhiro Shibuya

Designer : Kumi Mizobe

$end

$info=qjinsei,
$bio

Quiz Jinsei Gekijoh (c) 03/1993 Taito.

Game ID : D48


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Human Life Theatre'.


This game runs on the Taito F2 hardware.


- STAFF -


Sound composer : Yasuko Yamada

Voices : Kazuko Umino (karu), Norihiro Furukawa (Nakayama-Joutouhei), Shuichiro Nakazawa (SHU), Naoto Yagishita (YAG), Shiina Funakura

$end

$info=quizkof,
$bio

Quiz King of Fighters (c) 02/1995 Saurus.

Game ID : 0080


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Based on the Neo-Geo fighting game series. The six playable characters are split two each from SNK's three fighting franchises (at the time). They are :

"Art of Fighting" : Ryo Sakazaki and Robert Garcia

"Fatal Fury" : Terry Bogard and Mai Shiranui

"Samurai Showdown" : Haohmaru and Nakoruru


Of these six, Mai is the only one not to appear in the first game of their respective series (Mai debuted in "Fatal Fury 2"). Other characters from these three series appear as the people asking the questions or otherwise standing in the way. The exception is Yuri Sakazaki, of course, as the entire premise of this game is the six of them having to save her.


- STAFF -


Producer : Nobuyuki Tanaka

Planner : K. Ishimotti

Programmers : Yuki, Donpa!, Koji, Jo., Mink.M

Designers : Miyoshi Masato, 12341234, Kohtaroh Papa, SK, Miyoshi Sachiko, K. Tsugita, Kiyoshi Matsueda, Tawake Suzume, Miwako Kojima, Kaori Ito, Kurara Kiri, Y. Hara, Yuri Tachikawa, Azuma

Sound : Sin Chan, Kaz Oshikiri, H.N., Hiro Takezo


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=qzkklogy,
$bio

Quiz Kokology (c) 1992 Tecmo.


- SERIES -


1. Quiz Kokology (1992)

2. Quiz Kokology 2 (1993)

$end

$info=qzkklgy2,
$bio

Quiz Kokology 2 (c) 1993 Tecmo.


- SERIES -


1. Quiz Kokology (1992)

2. Quiz Kokology 2 (1993)

$end

$info=quizdai2,
$bio

Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (c) 03/1992 SNK.

Game ID : 0042


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Main Detective Work Neo & Geo - Quiz Great Investigation Track Part 2'.


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Quiz Daisousa Sen - The Last Count Down (1991)

2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992)

$end

$info=quizmeku,
$bio

Quiz Mekurumeku Story (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System 24 hardware.

$end

$info=qndream,
$bio

Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 08/1996 Capcom.

Game ID : CP-S II No. 19


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Seven Color Dreams - Miracle of Rainbow Color Village'.


This game runs on the Capcom Play System II hardware (CPS II).


One of Quiz Nanairo Dreams' very pretty girls (Saki) appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes".


Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.


- STAFF -


Staff : Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki Kondo (X68K), Moe-T, Saru, Hiro, Umazono


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

$end

$info=quizpani,
$bio

Quiz Panicuru Fantasy (c) 1993 NMK.

$end

$info=qzquest,
$bio

Quiz Quest - Hime to Yuusha no Monogatari (c) 07/1991 Taito.

Game ID : C92


- TRIVIA -


The subtitle of this game translates from Japanese as 'Story of the Princess and the Hero'.


This game runs on the Taito F2 hardware.


- STAFF -


Sound composer : Kazuyuki Oonui

$end

$info=qrouka,
$bio

Quiz Rouka ni Tattenasai (c) 1994 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Please Stand in the Corridor'.


This game runs on the Sega System 24 hardware.

$end

$info=qsangoku,
$bio

Quiz Sangokushi - Chiryaku no Hasha (c) 06/1991 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Three Countries' Intentions - Supreme Ruler of Captured Wisdom '.


This quiz is based on the Three Kindgoms saga.

$end

$info=qzshowby,
$bio

Quiz Sekai wa SHOW by Shobai (c) 1993 Taito.

Game ID : D72


- TRIVIA -


The title of this game translates from Japanese as 'Quiz The World Show By Shobai'.


This game runs on the Taito B System hardware.

$end

$info=qsww,
$bio

Quiz Syukudai wo Wasuremashita (c) 199? Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Forgot the Homework'.

$end

$info=qtheater,
$bio

Quiz Theater - 3tsu no Monogatari (c) 11/1994 Taito.

Game ID : D95


- TRIVIA -


The subtitle of this game translates from Japanese as 'Story of Three'.


This game runs on the Taito F3 System hardware.

$end

$info=qtono1,
$bio

Quiz Tonosama no Yabou (c) 01/1991 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord'.


- SERIES -


1. Quiz Tonosama no Yabou (1991)

2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995)


- STAFF -


Character : M. Okazaki, Kitasan, Marilyn Higuchi

Programmer : H.M.D., Kazuhito Nakai

Music : Chacha, Gips.Papa

Planner : T. Iizima, C. Kanemitsu

Producer : Kihaji

$end

$info=qtono2,
$bio

Quiz Tonosama no Yabou 2 - Zenkoku-ban (c) 01/1995 Capcom.


Controlled with four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord 2 - Nationwide Edition'.


This game runs on the Capcom Play System hardware (CPS).


- SERIES -


1. Quiz Tonosama no Yabou (1991)

2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995)


- STAFF -


Staff : Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takayuki Iwai (Takapon), Satomi, Syun Nishigaki (SYUN), Ryoji

$end

$info=qtorimon,
$bio

Quiz Torimonochou (c) 02/1990 Taito.

Game ID : C41 (F2-System No. 4)


- TRIVIA -


The title of this game translates from Japanese as 'Quiz Arrest Notebook'.


This game runs on the Taito F2 hardware.


Note : The large kanji pronounced as 'quiz' actually means 'suffering stomach head'.


- STAFF -


Sound composer : Masahiko Takagi, Yasuhisa Watanabe

$end

$info=qmhayaku,
$bio

Quiz-Mahjong Hayaku Yatteyo! (c) 05/1991 Nichibutsu.


A combination of mahjong and Japanese quiz with the trademark Nichibutsu gals.

Controlled with a mahjong contorl panel.


- TRIVIA -


The title of this game translates from Japanese as 'Quiz-Mahjong Shake It Please!'.


- STAFF -


Planner : Hiroshi Ikegami

Programmer : Moriaki Hotigai

Composer : Kenji Yoshida

Graphic designers : Hiroyuki Wada, Kenzo Kanzaki, Hiroshi Sakai, Kenichi Sakamoto

$end

$info=qwak,
$bio

Qwak (c) 1982 Atari.


- TRIVIA -


Originally designed to have a touch-screen interface, this prototype was never released.


- STAFF -


Designed and programmed by : Mark Cerny

$end

$info=rshark,
$bio

R-Shark (c) 1995 Dooyong.


- TRIVIA -


This game was released only in Korea.

$end

$info=rtype,rtypeu,rtypepj,
$bio

R-Type (c) 07/1987 Irem.


The Bydo, an evil alien empire is trying to take over our planet Earth! It's up to you as a skilled pilot to venture into their dimension to stop the assault before its too late in this classic shooter. Features excellent graphics with tons of detail, awesome music and a high level of difficulty that will indeed appeal to true shooter fans!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Nintendo for US manufacture and distribution.


This game runs on the Irem M-72 system hardware.


R-Type is one of the most famous of all scrolling shooters. Its impressive graphics, detailed animation, inventive features and simple yet surprisingly involved gameplay made it a huge success for Irem.


The first boss, as well as some of the stages, seem inspired by the artistic works of H. R. Giger (of 'Aliens' fame). He makes a brief cameo in the TV sets in "Undercover Cops".


Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.


- UPDATES -


At the title screen, the prototype version says 'Play and enjoy the game' instead of 'Blast off and strike the evil Bydo empire!', as it does in the final version.


- SERIES -


1. R-Type (1987)

2. R-Type II (1989)

3. R-Type Leo (1992)

4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)

5. R-Type Delta (Sony PlayStation)

6. R-Type Final (Sony PlayStation 2)


- PORTS -


* Consoles :

NEC PC Engine (1988)

Sega Master System (1988)

NEC PC Engine Super CD-ROM2 (1991, "R-Type Complete CD")

Nintendo Game Boy (1991)

Nintendo Game Boy Color ("R-type DX")

Sony PlayStation (1998, "R-Types")


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

Commodore Amiga (1988)

MSX (1988)

Atari ST (1988)

Sharp X68000 (1989)

$end

$info=rtype2,rtype2j,
$bio

R-Type II (c) 12/1989 Irem.


As expected, the Bydo empire returns and they thirst for revenge! You must face almost impossible odds in order to save yourself and planet Earth in this sequel to the arcade classic. Features even more detailed graphics than its predecessor, nice soundtrack and an 'obscene' difficulty level that will give nightmares to skilled shooter fans. Solid reflexes, a good memory and tons of patience are a must in this game. Good luck!


- TRIVIA -


This game runs on the Irem M-82 system hardware. The Japanese version has M-84 written on the board.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21/01/1990.


- SERIES -


1. R-Type (1987)

2. R-Type II (1989)

3. R-Type Leo (1992)

4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)

5. R-Type Delta (Sony PlayStation)

6. R-Type Final (Sony PlayStation 2)


- PORTS -


* Consoles :

NEC PC Engine (1989)

Nintendo Super Famicom (1991, "Super R-Type") : Has much better (upgraded) sound and graphics and some level design changes.

Sony PlayStation (1998, "R-Types")

Nintendo Game Boy

Nintendo Game Boy Color ("R-type DX")


* Computers :

Commodore Amiga (1989)

Atari ST (1989)

$end

$info=rtypeleo,rtypelej,
$bio

R-Type Leo (c) 12/1992 Irem.


In the third and final arcade release of this classic series, the Bydo will engage in a full scale assault against other planets. You must use an all-new spacecraft and new weapon systems in order to blast them away for the last time. Features awesome graphics and music, gameplay more geared toward reflexes instead of deep memorization (take that "R-type II"!) and an awesome challenge in this game that is easilly the best in the series. Don't miss it! :)


- TRIVIA -


This game runs on the Irem M-92 system hardware.


R-Type Leo was developed by Irem's internal group 'Nanao' (authors of te famous "Meikyuu Jima"); the original authors of R-Type's series went to 'Aicom' (bought by SNK) to develope "Pulstar".


- SERIES -


1. R-Type (1987)

2. R-Type II (1989)

3. R-Type Leo (1992)

4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)

5. R-Type Delta (Sony PlayStation)

6. R-Type Final (Sony PlayStation 2)


- STAFF -


Game planners : Hirogon, Akikaze

Programmers : Denden, Yuki, Drunker, Shaka

Graphics designers : Sakotan, U.W.F., Maccoy, Kimi, Hidarin, Kakapo, Yassy

Sound : Hiroshi, Aiai

$end

$info=r2dtank,
$bio

R2D Tank (c) 1980 Sigma Enterprises.


- PORTS -


* Consoles :

Emerson Arcadia (1982)

$end

$info=rabbit,
$bio

Rabbit (c) 1997 Electronic Arts.

$end

$info=rpunch,
$bio

Rabbit Punch (c) 1987 V-System.


- TRIVIA -


Licensed to Bally / Midway / Sente for US distribution.

This game is known in Japan as "Rabio Lepus".


The main character appears as a secret character in "Aero Fighters 3".


- UPDATES -


Cut scenes from the original Rabio Lepus were eliminated in Rabbit Punch. These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.


- SERIES -


1. Rabio Punch (1987)

2. Rabio Lepus Special (1990, NEC PC Engine)


- STAFF -


Main programmer : T. Honda

Sound, music : K. Okuda, E. Murakami, Y. Ishida

Designer : Shin Nakamura

$end

$info=rabiolep,
$bio

Rabio Lepus (c) 1987 V-System.


- TRIVIA -


This game is known in US as "Rabbit Punch".


The main character appears as a secret character in "Aero Fighters 3".


- UPDATES -


Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.


- SERIES -


1. Rabio Lepus (1987)

2. Rabio Lepus Special (1990, NEC PC Engine)


- STAFF -


Main programmer : T. Honda

Sound, music : K. Okuda, E. Murakami, Y. Ishida

Designer : Shin Nakamura

$end

$info=raccoon,
$bio

Raccoon World (c) 199? Eolith.

$end

$info=racedrvc,racedrc4,racedrc2,racedrc1,racedrcg,racedcg4,racedrcb,racedcb4,racedriv,racedrv4,racedrv3,racedrv2,racedrv1,racedrvg,racedrg4,racedrg1,racedrvb,racedrb4,racedrb1,
$bio

Race Drivin' (c) 1990 Atari Games.

Game ID : 136077 (cockpit), 136078 (compact)


- TRIVIA -


This game runs on the "Hard Drivin'" hardware.


There is a warning in the attract mode : 'Be Carefull though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'


Note : There were 19 officially released versions, counting 11 cockpit and 8 compact versions, including various British and German versions.


- UPDATES -


On the british and Japanese versions, you are in a right-hand drive car.


* Cockpit versions :


Revision 1 :

* World and British releases.


Revision 2 :

* World and German releases.

* Software version : 2.1.


Revision 3 :

* World release.

* Software version : 2.2.


Revision 4 :

* World, British and German releases.

* Software version : 2.3.


Revision 5 :

* World, British and German releases.

* Software version : 2.4.


* Compact versions :


Revision 1 :

* World release.

* Software version : 1.6.


Revision 2 :

* World release.

* Software version : 1.7.


Revision 4 :

* World, British and German release.

* Software version : 1.8.


Revision 5 :

* World, British and German release.

* Software version : 1.9.


- SERIES -


1. Hard Drivin' (1988)

2. Race Drivin' (1990)

3. Hard Drivin' II - Drive Harder (1991, Atari ST)

4. Hard Drivin' Airborne (1993)

5. Street Drivin' (1993)


- STAFF -


* Main :

Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief

Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey

Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky

Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin

Game programming, display software, championship lap, game designer : Stephanie Mott


* Others :

Cabinet designers : Mike Jang, Ken Hata

Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble

Display math software : Jim Morris

ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg

ADDN'L hardware : Don Paauw

Marketing : Linda Benzler, Mary Fujihara

Sales : Shane Breaks

Mechanical designers : Jacques Acknin, Milt Loper

Yellow/Flame concept : Mark Hoendervoogt, Howard Owen

Test drivers : Doug Milliken, Dave Shepperd

Music : Don Diekneite

Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

Sega Mega Drive (1993)

Sega Saturn (1995)

Nintendo Game Boy


* Computers :

Commodore Amiga (1990)

Atari ST (1991)

$end

$info=racinfrc,
$bio

Racin' Force (c) 1994 Konami.

Game ID : GX250


- TRIVIA -


This game runs on the Konami GX hardware.

$end

$info=racingb,
$bio

Racing Beat (c) 1991 Taito.


- TRIVIA -


This game runs on the Taito Z hardware.

$end

$info=racingj,
$bio

Racing Jam (c) 1998 Konami.


- SERIES -


1. Racing Jam (1998)

2. Racing Jam - Chapter 2 (1999)

$end

$info=racingj2,
$bio

Racing Jam - Chapter 2 (c) 1999 Konami.


- TIPS AND TRICKS -


* Unlock Time Trial Mode : Press down on Clutch and Brake simultaneously and press the Start button. Don't let off the pedals until the race starts.


- SERIES -


1. Racing Jam (1998)

2. Racing Jam - Chapter 2 (1999)

$end

$info=rackemup,
$bio

Rack 'em Up (c) 11/1987 Konami.

Game ID : GX765


- TRIVIA -


This game is known in Japan as "The Hustler".


This game runs on the "Blades of Steel - The Supreme Hockey Challenge" hardware.

$end

$info=rdaction,
$bio

Rad Action (c) 07/1987 UPL.

Game ID : UPL-87003


- TRIVIA -


Licensed to World Games for US manufacture and distribution. This game is known outside US as "Ninja Kid-II".


- SERIES -


1. Ninjakun Majou no Bouken (1984)

2. Vs. Ninja Jajamaru-kun (1985)

3. Rad Action (1987)


- STAFF -


Game designer : Tsutomu Fuzisawa

Program designer : Satoru Kinjo

Character designers : Tsutomu Fizisawa, Akemi Tsunoda

Sound composer : Tsutomu Fuzisawa

Bgm creater : Mecano Associate

Data maker : Takashi Hayashi

$end

$info=radm,
$bio

Rad Mobile (c) 1990 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.


Rad Mobile was Sega's first 32bit arcade game.


Sega's familiar "Sonic The Hedgehog" is shown in this game (actually, this is the first time he's shown in any game), dangling from your rear view mirror as you drive.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991.


A Rad Mobile unit appears in the 1992 movie 'Encino Man'.


- SERIES -


1. Rad Mobile (1990)

2. Rad Rally (1991)


- PORTS -


* Consoles :

Sega Saturn (1994, "Gale Racer")

$end

$info=radr,radru,
$bio

Rad Rally (c) 1991 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.


- SERIES -


1. Rad Mobile (1990)

2. Rad Rally (1991)

$end

$info=radarscp,
$bio

Radar Scope (c) 11/1980 Nintendo.


- TRIVIA -


This was Nintendo's first arcade game and it did not sell well (First game that Shigeru Miyamoto worked on). Of the 3000 games made, roughly 2000 were converted into "Donkey Kong". This lead to two variations of Donkey Kong cabinets : the harder to find red cabinet and the traditional blue cabinet.


Radar Scope was available in three different dedicated cabinets. The upright cabinet was the same design used for the "Donkey Kong" series. It was red in color and had sticker sideart of a spaceship. The monitor bezel and control panel were designed to mimic the view from inside the cockpit of a spaceship. While the marquee showed an image of a blue and red 'Radar Scope' logo on a field of stars. The cocktail version came in a white-topped cabinet and was only decorated with an instruction card underneath the glass. The final version was a big environmental unit that completely enclosed the player inside (to better hear all that 'Laser Sound'). All the Radar Scope advertisements showed the environmental version. It used the same sideart as the upright, and had a 'Radar Scope' logo silk-screened on the back window. All versions used a 'Nintendo Compatible' Sanyo monitor, a 2-Way joystick, and a single fire button.


- STAFF -


Graphics by : Shigeru Miyamoto

$end

$info=radarzon,radarzn1,radarznt,
$bio

Radar Zone (c) 1982 Century Electronics.


- TRIVIA -


Also licensed to Tuni Electro Serive.


This game is also known as "Outline".

$end

$info=rsgun,
$bio

Radiant Silvergun (c) 1998 Treasure.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Radiant Silvergun (1998)

2. Ikaruga (2001)


- STAFF -


Music composed by : Hitoshi Sakimoto


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=radrad,
$bio

Radical Radial (c) 09/1982 Nichibutsu.

$end

$info=radikalb,
$bio

Radikal Bikers (c) 1998 Gaelco.


- TRIVIA -


Licensed to Atari Games.


The main characters use a scooter from 'Italjet', a very famous Italian manufacturer now defunct (in 2001), which is also very well known in Spain. The model used in the game is similar to the 'Dragster' model.

$end

$info=raflesia,
$bio

Rafflesia (c) 1986 Coreland / Sega.

Game ID : 834-5753


- TRIVIA -


This game runs on the Sega System 1 hardware.

$end

$info=ragnagrd,
$bio

Ragnagard (c) 05/1996 Saurus / System Vision.

Game ID : 0218


Pre-rendered pixelation puts somewhat of a damper on this Japanese fantasy fighter. Eight selectable characters and three end bosses.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Shin-Oh-Ken" (translates from Japanese as 'True King Fist').


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Play As Behemoth : In character select screen, highlight Syuten-Dozi and press B, C, B, C, B(x2), C, then press A or D to select.


* Play As Eelis : In character select screen, highlight Benten and press C(x2), B(x2), C, B, C, then press A or D to select.


* Play As Lucifer : In character select screen, highlight Susano and press B, C(x3), B(x3), C, then press A or D to select.


- STAFF -


Game design : Hiroaki Fujimoto

Character design : Hiroaki Fujimoto

World design : Hiroaki Fujimoto, Motohiro Toshiro

Graphics : Hiroaki Fujimoto, Motohiro Toshiro, Koyama, Ryoumi Momota, Kyoosuke Motoya, Yasunori Hayashi

Animation : Kyoosuke Motoya, Hiroaki Fujimoto, Koyama

Fonts : Ryoumi Momota, M. Kihara, Zizi

Program : Zakky , Yas, Hideki Suzuki

Technical adviser : Masaaki Yuuki

Music : Hideki Suzuki

Sound : Hideki Suzuki

Voice : Sawatari Mutuki, Haruki, Sayu Mitou, Ishikawa, Hiroaki Fujimoto, Kyoosuke Motoya

Tuning : Hiroaki Fujimoto, Masaaki Nagahora, Yuusuke Kunitomo

Sales promoter : Osamu Nagano, Kimihiko Kobayashi, Miwa Izumi, Tomoo Yoda

Art director : Koutarou Noumura

Director : Ryoumi Momota

Producer : Takahiro Shima, Yasushi Okahara

Executive producer : Nobuyuki Tanaka


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=raiden,raidena,raidenk,raident,
$bio

Raiden (c) 04/1990 Seibu Kaihatsu.


- TRIVIA -


The title of this game translates from Japanese as 'Thunder and Lightning'.


Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990.


- SERIES -


1. Raiden (1990)

2. Raiden II (1993)

3. Raiden DX (1994)

4. Raiden Fighters (1996)

5. Raiden Fighters 2 - Operation Hell Dive (1997)

6. Raiden Fighters Jet (1998)


- STAFF -


Music composed by : Akira Satoh


- PORTS -


* Consoles :

NEC PC Engine (1991)

Sega Mega Drive (1991, "Raiden Trad")

Nintendo Super Famicom (1992, "Raiden Trad")

Atari Jaguar (1994)

Sony PlayStation (1995, "The Raiden Project")

Atari Lynx (1997)


* Computers :

PC [MS-DOS, CD-ROM]

$end

$info=raidndx,raidndxa,raidndxb,raidndxj,
$bio

Raiden DX (c) 1993 Seibu Kaihatsu.


- SERIES -


1. Raiden (1990)

2. Raiden II (1993)

3. Raiden DX (1994)

4. Raiden Fighters (1996)

5. Raiden Fighters 2 - Operation Hell Dive (1997)

6. Raiden Fighters Jet (1998)


- PORTS -


* Consoles :

Sony PlayStation (1997)

$end

$info=raidnfgt,
$bio

Raiden Fighters (c) 1996 Seibu Kaihatsu.


- TRIVIA -


Licensed to Fabtek for US distribution.


This game runs on the Seibu SPI Hardware.


During development, the game was tentatively titled 'Gun Dogs' but was later changed to its current title to take advantage of the popular Raiden name.


- TIPS AND TRICKS -


* Slave Ship : Select any ship, if the ship is on top, hold Up and if the ship is on the bottom, hold Down. Then press Start+Fire+Bomb at the same time to unlock the Slave ship. The ship's speed depends on what ship you're using.


- SERIES -


1. Raiden (1990)

2. Raiden II (1993)

3. Raiden DX (1994)

4. Raiden Fighters (1996)

5. Raiden Fighters 2 - Operation Hell Dive (1997)

6. Raiden Fighters Jet (1998)

$end

$info=rf2_eur,rf2_us,rf2_2k,
$bio

Raiden Fighters 2 - Operation Hell Dive (c) 1997 Seibu Kaihatsu.


- TRIVIA -


This game runs on the Seibu SPI Hardware.


- TIPS AND TRICKS -


* Play As Aegis II-C : At the fighter select screen do the following...

1) Hold Fire and press Start.

2) Move to Aegis IV.

3) Hold joystick to the Up and press Fire.

 

* Play As Blue Javelin : At the fighter select screen do the following...

1) Hold Fire and press Start.

2) Move to Random (?).

3) Hold joystick to the Down and press Fire.

 

* Play As Dark Sword : At the fighter select screen do the following...

1) Hold Fire and press Start.

2) Move to Random (?) and press Fire.

 

* Play As Fairy : At the fighter select screen do the following...

1) Hold Fire and Bomb together and press Start.

3) Move to Random (?).

4) Hold joystick to the Downright and press Fire.

 

* Play As Fairy (Alternate Method) : At the fighter select screen do the following...

1) Hold Fire and Bomb together and press Start.

2) Move to Miclus and press Fire.

 

* Play As Judge Spear : At the fighter select screen do the following...

1) Press Start and move to Random (?).

2) Hold Joystick to the Down and press Start.

 

* Play As Miclus : At the fighter select screen do the following...

1) Hold Fire and press Start.

2) Move to Random (?).

3) Hold joystick to the Downright and press Fire.

 

* Play as Raiden MK-II : At the fighter select screen do the following...

1) Press Start and move to Random (?).

2) Hold joystick to the Right and press Start.

 

* Play As Raiden MK-II Beta : At the fighter select screen do the following...

1) Hold Fire and press Start.

2) Move to Random (?).

3) Hold joystick to the Right and press Fire.

 

* Play As Slave : At the fighter select screen do the following...

1) Hold Fire and Bomb together and press Start.

2) Move to any plane and press Fire and Bomb together.


- SERIES -


1. Raiden (1990)

2. Raiden II (1993)

3. Raiden DX (1994)

4. Raiden Fighters (1996)

5. Raiden Fighters 2 - Operation Hell Dive (1997)

6. Raiden Fighters Jet (1998)

$end

$info=raiden2,raiden2a,raiden2b,raiden2c,raiden2e,
$bio

Raiden II (c) 1993 Seibu Kaihatsu.


- TRIVIA -


Licensed to Fabtek for American distribution.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden II - PCCB-00150) on 18/03/1994.


- SERIES -


1. Raiden (1990)

2. Raiden II (1993)

3. Raiden DX (1994)

4. Raiden Fighters (1996)

5. Raiden Fighters 2 - Operation Hell Dive (1997)

6. Raiden Fighters Jet (1998)


- STAFF -


Music composed by : Gou Satou


- PORTS -


* Consoles :

Sony PlayStation (1995, "The Raiden Project")


* Computers :

PC [Windows 95, CD-ROM]

$end

$info=raiders,
$bio

Raiders (c) 1983 Century Electronics.

$end

$info=raiders5,raidrs5t,
$bio

Raiders5 (c) 1985 UPL.

Game ID : UPL-85004


- TRIVIA -


Licensed to Taito for Japan manufacture and distribution.


- STAFF -


Staff : Tsutomu Fuzisawa, Suzuko, Naotsugu

Game, software and character design by : Ryuichi Nishizawa

Hardware and effect design by : Nobuyuki Narita

$end

$info=raiga,stratof,
$bio

Raiga - Strato Fighter (c) 1991 Tecmo.


- TRIVIA -


The title of this game translates from Japanese as 'Thunder Fang - Strato Fighter'.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiga - PCCB-00063) on 21/05/1991.


- STAFF -


Game designer : Uchinar

Hardware : Yoshida San

Software : Kuma, HB.M

Character designers : Naoyuki, Kouji Miyazato, Mamoru Touma, Strong Shima, Murasaki, A. Haruno, Kena, Chi Quia, B.F.R, Grz-Zoo, T. Miyazato

Sound composers : Mikio Saito (Metal Yuhki), M. Tanaka

Special effects : Jhon Pee

$end

$info=raimais,
$bio

Raimais (c) 1988 Taito.

Game ID : B36


- TRIVIA -


This game runs on the Taito L System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.


- STAFF -


Staff : Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hasimoto, Takeshi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo

$end

$info=rainbow,rainbowo,rainbowe,
$bio

Rainbow Islands - The Story of Bubble Bobble 2 (c) 1987 Taito.

Game ID : B22 (normal)


The game is set on a chain of seven islands, each one with a different theme. Each island provides four rounds of gameplay, and once these are complete the player moves to the next island in the chain. The islands get progressively more difficult, with enemies moving much faster on the later ones.


- TRIVIA -


The main characters are Bub and Bob, the protagonists of "Bubble Bobble". However, in this game they appear in human forms, as opposed to the dinosaurs of the first game. In single-player mode, only Bub is present.


The fifth island, DOH Island, is a homage to the game "Arkanoid", also by Taito. This level plays as any other, but the enemies are the same as encountered in "Arkanoid", and the platforms are designed from coloured blocks. Also, the music is absent and the player's jumping sound resembles the sound of the ball hitting the bat in "Arkanoid". Losing the final life in this island also results in the Game Over music from "Arkanoid" instead of the usual Rainbow Islands music. The boss on DOH Island is DOH himself, the boss of "Arkanoid".


The game soundtrack features a brief excerpt from 'Somewhere over the Rainbow', which has meant that later ports of the game have different music, as the license expired some time ago.


An extra version of this game was released in 1988 (Game ID : B39, see Updates section for more info).


A bootleg of this game called "Jumping" was released in 1989.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.


- UPDATES -


The extra version has the exact same gameplay as the original but the stages and bosses appear in a different order.


- TIPS AND TRICKS -


* Title Screen Cheats : These codes can be typed in at the title screen (while the Rainbow is cycling through its colours). They are given to you in the secret rooms and give you the effect of the item in that room if you use them. When you put your coin in, an item should appear in the bottom left corner depending on which cheat you used...

Permanent fast running - Rainbow, Left, Right, Rainbow, Jump, Start, Rainbow, Jump

Permanent double rainbows - Right, Jump, Start, Rainbow, Jump, Start, Rainbow, Right

Permanent fast rainbows - Start(x3), Left(x2), Right(x2), Start

Hint A, The riddle of the shilver door - Rainbow, Jump, Rainbow, Jump, Rainbow, Jump, Right, Start

Hint B, The secret of the big diamonds - Left, Jump, Left, Start, Left, Rainbow, Left, Start

Hint C, The riddle of the 3 mirrors - Start, Jump, Rainbow, Left, Right, Jump, Start, Right

Continue after fifth Island - Left, Rainbow, Start, Jump, Right, Left, Jump, Left

All hidden items are money bags (10000 pts) - Right(x2), Left(x2), Rainbow(x2), Jump, Start

Both above two - Right(x4), Start, Rainbow, Sart, Jump

10m points - Start, Right, Rainbow, Jump, Start, Left, Start, Rainbow


* Better Bonus : Make sure the second to last 2 digits of your score are the same when you reach 'goal in', this will make the chest contain a better bonus item (eg. : reach goal in with a score of xxxx11x).


- SERIES -


1. Bubble Bobble (1986)

2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)

3. Final Bubble Bobble (1988, Sega Master System)

4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)

5. Bubble Bobble Part 2 (1993, Nintendo Famicom)

6. Bubble Bobble II (1994)

7. Bubble Memories - The Story of Bubble Bobble III (1996)


- STAFF -


Software : Ichiro Fujisue (I.F), Kouju Miki (K.M), Tatsuji Okuno (T.O)

Hardware : Takashi Ohara (OHR)

Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S)

Sound : Hisayoshi Ogura (OGR)

Instraction : Naoko Yoshida (N.Y)

Story and game designer : Fukio Mitsuji (MTJ)


- PORTS -


* Consoles :

Sega Mega Drive (1990)

Nintendo Famicom (1991)

NEC PC Engine CD (1993)

Sega Saturn (1996, "Bubble Bobble featuring Rainbow Islands")

Sega Master System

Nintendo Game Boy

FM Towns Marty ("Rainbow Islands Extra")


* Computers :

Commodore Amiga (1987)

Atari ST (1987)

Commodore C64 (1989)

Amstrad CPC (1989)

Sinclair ZX Spectrum (1990)

$end

$info=rallybik,
$bio

Rally Bike (c) 1988 Toaplan.

Game ID : TP-012


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito.


This game is known in Japan as "Dash Yarou" (translates from Japanese as 'Dash Rascal').


PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- STAFF -


Music composed by : Ree Ohta


- PORTS -


* Consoles :

Nintendo Famicom (1990)

$end

$info=rallyx,rallyxm,
$bio

Rally X (c) 10/1980 Namco.


A full color strategic car chase video game in a maze with special radar attraction!


- TRIVIA -


Also licensed to Midway (01/1981).


This game runs on the "Pac-Man" hardware.


A Rally X unit appears in the 1982 movie 'Tron'.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep B1 pressed and enter the following sequence : Up(x2), Down(x7), Right, Left(x6).

3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen.


- SERIES -


1. Rally X (1980)

2. New Rally X (1981)


- PORTS -


* Consoles :

Sony PlayStation (1995, "Namco Museum Vol.1")


* Computers :

MSX (1984)

Fujitsu FM-7 (1984)

PC [Windows, CD-Rom] (1997, Namco History Vol.2")


* Others :

Arcade (1996, "Namco Classics Collection Vol.2")

Appears on the Namco Classics TV game, manufactured by Jakks Pacific. (2003)

$end

$info=rallys,
$bio

Rallys (c) 1980 Novar.


- TRIVIA -


This game is a bootleg of "Spectar".


This game runs on the Exidy 6502 hardware.

$end

$info=rambo3,rambo3a,rambo3ae,
$bio

Rambo III (c) 1989 Taito.

Game ID : B93


- TRIVIA -


Based on the movie of the same name.


This game runs on the Taito B System hardware.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- STAFF -


Game programmers : T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, Takeshi Ishizashi

Character Designers : Takashi Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, A. Yamamoto, Kohzoh Igarashi, T. Tomita, Y. Iwata

Game designer : Akira Saitoh

P.C.B. designer : Eikichi Takahashi

Designers : Kazuo Nakagawa, Hiroyasu Nagai

Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Pinch Punch

$end

$info=rampage,rampage2,
$bio

Rampage (c) 10/1986 Bally Midway.


Break everything on your passage and Destroy the metropoles of United States with sort of king kong, godzilla and giant were-wolf.

Controlled with a 4-way joystick and two buttons.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


Rampage contains the Midway 'Join The Action' feature, which allows a player to come into the game at any time provided that there is an open character to play and that the proper coins have been deposited.


Note : The game shares a series of 768 different levels!!!


A Rampage unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- SERIES -


1. Rampage (1986)

2. Rampage - World Tour (1997)

3. Rampage 2 - Universal Tour (1999, Nintendo 64)

4. Rampage Through Time (2000, Sony PlayStation)


- STAFF -


Concept and design : Jeff Nauman, Brian Colin


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Atari 2600 (1989)

Sega Master System (1989)

Atari Lynx (1991)

Sony PlayStation (2000, "Arcade Party Pak")

Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

PC [MS-DOS] (1988)

Amstrad CPC (1988)

Atari ST (1989)

Commodore Amiga (1989)

Apple II

$end

$info=rmpgwt,rmpgwt11,
$bio

Rampage - World Tour (c) 03/1997 Midway.


Same as the first one with a big cool lifting and improvement.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Developed by 'Game Refuge' (see Staff section for more info).


RWT was born during a meeting, (regarding another project), between Game Refuge Designers Brian Colin and Jeff Nauman and top Midway execs Ken Fedesna and the late, great, Joe Dillon. Marketing VP Joe Dillon made an off-hand comment : "What we really need is a game that appeals to everyone... adults as well as kids, girls as much as guys. My partner, Jeff Nauman, and I looked at each other and said, in unison, 'Then lets re-make RAMPAGE!'. Five minutes later we got the green light to make the game".


It was decided to remake the game using the latest Midway Wolf Unit hardware. All of the character animation was achieved through the use of the 3D spline-modeling tool Animation Master.


A sequel, "Rampage - Universal Tour" was cancelled as an arcade project.


Stages trivia : There are 130 regular racks/levels in RWT. Each rack is a unique city, and the passage of time is counted in Days (1 day = 1 city). In addition, there are 14 'Transcontinental Flights'; a bonus flying rack in which players chalk up special bonuses. There are are 4 'Grudge Match' racks that pit player against player for an enormous point bonus. The final levels are on the surface of the moon, against hoardes of heavily armed Scumlab astronauts. There are 'hidden' racks as well, in such unlikely places as 'Hades' (complete with Demonic Minions) (...told you Scumlabs had underworld connections), 'Secret Government Area 69' (So thats where all those aliens keep coming from!) and the terrifying, mystical wasteland known only as 'Suburbia', to name a few.


In some stage you are attacked by ed-209 from "Robocop"!


- UPDATES -


Revision 1 :

* Software version : 1.1.


Revision 2 :

* Software version : 1.3.


- TIPS AND TRICKS -


* A Few Lesser-Known Items of Interest

1) Calculator : Grab a calculator before snagging a bonus power to multiply the effects of that power.

2) Scumlab Triangle : Punching this symbol instantly destroys all onscreen vehicles.

3) Rubber Dukie : Make the duck quack five times to call the jet bombers and evacuate the city earlier than usual.

4) Allergic Reactions : Eating certain foods may make you sneeze. Ralph is allergic to cats, Lizzie is allergic to birds, and George is allergic to dogs.

5) Backoff Bellow : Right after another player pops you in the face, pull down on your Joystick and press the Kick Button. You will Bellow at him and leave him dazed.


* A Few Secret Codes : Secret codes must be entered when the name of the appropriate city is displayed. The effect lasts while the Creatures are in that city. A brief message will confirm if the code was entered correctly.


1) Fatty Foods : This code enables an individual Creature to digest fatty foods better. All people eaten by this Monster award 3X their normal health increase...

GEORGE : (U + J,J,J)

LIZZY : (U + P,P,P)

RALPH : (U + K,K,K)

When To Use : At the end of every Jumbo Jet Ride... prior to the start of every World Tour


2) Iron Guts : This code enables an individual Creature to avoid stomach upset. Bad Stuff, that would normally make one puke, now builds up a player's health...

GEORGE (D + J,J,J)

LIZZY (D + P,P,P)

RALPH (D + K,K,K)

When To Use : Each time you return to a US City after taking a World Tour.


3) Food-O-Rama : This code fills all buildings with Good Stuff to eat. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...

GEORGE (J)

LIZZY (P)

RALPH (K)

When To Use : Washington DC, Moab, Nashville and Kodiak... And every fourth city in a World Tour, as well...London, Kiev, Casablanca and Rio


4) Load Up : This code loads the city with every possible Special Power. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...

GEORGE (J,J)

LIZZY (P,P)

RALPH (K,K)

When To Use : Philadelphia, Carbondale, Santa Fe and Honolulu.


5) Secret Racks : This code sends the players to a rack, or level, that cannot be reached any other way. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.

GEORGE (J,J,J) AND

LIZZY (P,P,P) AND

RALPH (K,K,K) 

When To Use : Enter the code in Atlanta and find yourself in the food rich world of SUBURBIA.

Enter the code in Louisville, and find yourself in the SCUMLAB BIOWEAPON WAREHOUSE.

Enter the code in chilly Fairbanks to discover the steamy secret of EUSTAS DEMONIC'S UNDERWORLD CONNECTION.

Enter the code in Phoenix to learn whats hidden at secret Government AREA 69.


6) The Ten-City Jump (Rack Advance) : This code lets the players jump ahead ten racks or so...making it much easier to reach the exciting finale on the surface of the moon! (...and YES, the rumors are true about what happens in the final moments of the arcade game...) Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.

GEORGE (J,P,K)

LIZZY (P,K,J)

RALPH (K,J,P)

When To Use : Cleveland, Oklahoma City, Fargo and Reno.


- SERIES -


1. Rampage (1986)

2. Rampage - World Tour (1997)

3. Rampage 2 - Universal Tour (1999, Nintendo 64)

4. Rampage Through Time (2000, Sony PlayStation)


- STAFF -


Programming group : Jeff Nauman, Blake Drolson, Joel Nauman, Kirk Nauman, Lynn Zeglin

Animation group : Brian Colin, Jeff Croke, Rob Dollase, Aaron Hartline, Tom Kondol, Mark Sieka

Sounds / Music : Dr. Dave Zabriskie, Vince Pontarelli, Mike Colin

Concept and design : Brian Colin, Jeff Nauman

Support from : Scott Parrish, Cary Mednick, Pat Cox, Mark Turmell, Sal Divita, Nik Ehrlich, Herman Sanchez, Darren Walker, Christa Woss, Pat Fitzgerald, Joan Faux, Andy Lycke, Art & Jim Tianis, Sheridan Oursler, Rosalind Dugas, Al Lasko, Steve Correl, Bill Soldwish, Leroy Brown, Tom Sedor, Bill Dabelstein, Doug Hurd, Mike Burgin, Sean, Jason, Decker


- PORTS -


* Consoles :

Sony PlayStation (1997)

Sega Saturn (1997)

Nintendo 64 (1997)

Nintendo Game Boy Colors (1998)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :


PC [Windows] (1998)

$end

$info=rampart,rampartj,ramprt2p,
$bio

Rampart (c) 1990 Atari Games.

Game ID : 136082


In the game, the player is in control of a castle, which they must defend, by alternately shooting at attacking ships, and repairing any damage within a time limit.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The island in Rampart is very similar with a map of Jersey in the Channel Islands, but its purely a coincidence.


- STAFF -


Programmer, designer : John Salwitz

Artist, designer : David Ralston

Hardware engineer : Tim Hubberstey

Technician : Chris Drobny

Audio : Brad Fuller, Don Dierkneite

Artistict support : Sam Comstock, Sean Murphy, Will Noble, Nick Stern

Software support : Peter Lipson, Mike Albaugh, Rusty Dawe, Ed Rotberg

Commander : Chris Downed

Product manager : Linda Benzler

Cabinet designer : Dave Cook

Asic : Pat Mc Carthy


- PORTS -


* Consoles :

Nintendo Famicom (1991)

Sega Mega Drive (1991)

Nintendo Super Famicom (1991)

Atari Lynx (1991)

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Sega Master System

Nintendo Game Boy


* Computers :

Commodore C64 (1992)

Atari ST (1993)

$end

$info=raphero,
$bio

Rapid Hero (c) 1994 Media Trading.


- STAFF -


Main programmer : Kochi

Program super visor : Oredayo

Sound programmer : Tommy

Object designers : Arita, Ikezu Kenzi, Asaku, Ning Mei, Seki Kate, Midori, OK Kitamura

Scroll designers : Nishimura, Kawauso Mama

Art work designer : Big Robo

Sound composer : Hide Kaz, Santard, Mustard Papa

Planner : Morio

$end

$info=rastan,rastanu,rastanu2,
$bio

Rastan (c) 03/1987 Taito.

Game ID : B04


Rastan the barbarian must save his country all alone from the evil empire in an action/platform game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Rastan Saga".


Rastan was inspired by 'Conan the barbarian' saga books. The barbarian becomes king 'but this is another story...' In the first stage in the background you can see the same statue as in the movie 'The Lord of The Rings'.


The main character, Rastan, appears as a selectable character, Miracle Rastan, in "Champion Wrestler".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- UPDATES -


"Rastan Saga" has some differences :

* In the attract mode appears the intro (instead the description of the objects).

* If you waste too many time without advancing in the stage, 2 bats will attack you (instead of 8).


- SERIES -


1. Rastan (1987)

2. Nastar (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Game designer : Nenko Nishimura

Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama

Character designer : Nenko Nishimura

Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki

Hardware engineer : Noboru Takeshita

Hardware designer : Masahiro Yamaguchi

Music composers and sound effects : Naoto Yagishita, Masahiko Takaki

Art advisor : Junji Yarita


- PORTS -


* Consoles :

Sega Master System (1988)


* Computers :

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

PC [MS-DOS, 5.25''] (1990)

$end

$info=rastsaga,
$bio

Rastan Saga (c) 1987 Taito.

Game ID : B04


Rastan the barbarian must save his country all alone from the evil empire in an action/platform game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Rastan".


Rastan was inspired by 'Conan the barbarian' saga books. The barbarian becomes king 'but this is another story...' In the first stage in the background you can see the same statue as in the movie 'The Lord of The Rings'.


The main character, Rastan, appears as a selectable characters, Miracle Rastan, in "Champion Wrestler".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- UPDATES -


Rastan Saga has some differences :

* In the attract mode appears the intro (instead the description of the objects).

* If you waste too many time without advancing in the stage, only 2 bats will attack you (instead of 8).


- SERIES -


1. Rastan (1987)

2. Rastan Saga II (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Game designer : Nenko Nishimura

Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama

Character designer : Nenko Nishimura

Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki

Hardware engineer : Noboru Takeshita

Hardware designer : Masahiro Yamaguchi

Music composers And Sound Effects : Naoto Yagishita, Masahiko Takaki

Art advisor : Junji Yarita


- PORTS -


* Computers :

MSX2

$end

$info=rastsag2,
$bio

Rastan Saga II (c) 1988 Taito.

Game ID : B81


- TRIVIA -


This game is known outside Japan as "Nastar" and in US as "Nastar Warrior".


This game runs on the Taito B System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- SERIES -


1. Rastan (1987)

2. Rastan Saga II (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi

Hardware designer : Eikichi Takahashi

Music composed by : Hisayoshi Ogura

Sound editor : Yasuhisa Watanabe

Graphic designer : Hiroyasu Nagai

Game and art designer : Hisaya Yabusaki


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sega Mega Drive (1991)

$end

$info=raveracw,
$bio

Rave Racer (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco System 22 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Rave Racer : Namco Game Sound Express Vol.24 - VICL-15048) on 21/10/1995.


- SERIES -


1. Ridge Racer (1993)

2. Ridge Racer 2 (1994)

3. Rave Racer (1995)

4. Ridge Racer Revolution (1995, Sony Playstation)

5. Rage Racer (1996, Sony Playstation)

6. R4 - Ridge Racer Type 4 (1998, Sony Playstation)

7. RR64 - Ridge Racer 64 (2000, Nintendo 64)

8. Ridge Racer V - Arcade Battle (2001)

9. R : Racing Evolution (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2)


- STAFF -


Game designers : Kenji Wakabayashi, Fumihiro Tanaka

Game programmers : Kazuhiro Mori, Takahiro Kakizawa, Yoichi Mizuno

Visual designers : Akira Fujii, Nobuhiro Morishita, Yoshikazu Komatsu, Norifumi Nagaoka

Visual programmers : Takashi Yano

Sound composers : Etsyo Ishii, Shinji Hosoe, Ayako Sasou, Takayuki Aihara, Nobuyoshi Sano

Industrial & Graphic designers : Naotaka Yoshimatu, Takeshi Fujikawa

Mechanical designers : Shougo Kanebako, Toshifumi Ohara, Matsumi Ohta

Electrical designers : Kouichi Asano, Kei Kobayashi, Kousei Yahaba

Circuit designer : Kentaro Arai

PWB designer : Kazuhiro Abe

Direction : Kenji Wakabayashi

$end

$info=raystorm,raystorj,
$bio

Ray Storm (c) 06/1996 Taito.


- TRIVIA -


This game runs on the Taito FX-1B hardware.


- SERIES -


1. Rayforce (1994)

2. Ray Storm (1996)

3. Raycrisis (1998)


- STAFF -


Producer : Yukio Abe

Director : Tomohisa Yamashita, Yukio Abe, Tatsuo Nakamura

Character graphics : Atsushi Iwata, R.Hideyuki Katoh, Tomohisa Yamashita, Indy Nishioka, Yasunobu Kousokabe, Terumi Ogiwara, Tomohiro Kagawa, Tsutomu Matsuda, Yuuji Sakamoto, Makoto Fujita, Satoshi Ohtani, Ippei Kobayashi (peacock)

Program : Tatsuo Nakamura, Hikaru Taniguchi, Masao Kashino, Hirotaka Fukakawa, Norikatsu Fukuda, Koji Kato, Takeshi Higuri, Harumi.K, Hitoshi Kozuka, Kazunari Ishida

Music : Tamayo Kawamoto (Zuntata)

Sound effects : Munehiro Nakanishi (Zuntata)

Sound direction : Hiroshige Tonomura (TONO) (Zuntata)

Hardware : Katsumi Kaneoka

Design works : Mihoko Sudoh


- PORTS -


* Consoles :

Sega Saturn (1997, "Layer Section II")

Sony PlayStation : Has a graphically enhanced SPECIAL mode in addition to the arcade game.

$end

$info=rayforce,rayforcj,
$bio

Rayforce (c) 01/1994 Taito.

Game ID : D66


- TRIVIA -


This game is known outside Japan as "Gunlock".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994.


- SERIES -


1. Rayforce (1994)

2. Ray Storm (1996)

3. Raycrisis (1998)


- STAFF -


Producer : Yukio Abe

Directors : Yukio Abe, Tatsuo Nakamura

Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita

Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama

Character Graphics designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi

Screen Graphics designers : Hideyuki Kato, V.A.P, Peacock

Music & Sound effects : Tamayo Kawamoto (Zuntata)

Sound effects : Munehiro Nakanishi (Zuntata)

Sound direction : Hiroshige Tonomura (TONO) (Zuntata)

Design works : Kyoko Umezu

Hardware : Katsumi Kaneoka


- PORTS -


* Consoles :

Sega Saturn ("Layer Section")

$end

$info=razmataz,
$bio

Razzmatazz (c) 1983 Sega.

Game ID : modified 834-0213, 834-0214


- TRIVIA -


This game runs on a modified Super Zaxxon board.

$end

$info=reactor,
$bio

Reactor (c) 07/1982 Gottlieb.

Game ID : GV-100


- TRIVIA -


First called 'Ram-It', then 'Expander', Reactor was Skelly's first game design upon going independent. Skelly was one of the first independent game designers. He designed a number of games for Gottlieb (none of which were released) before taking an extended break in which he watched horror movies, drank margaritas and wrote a screenplay!


Approximately 1,000 units were produced.


- STAFF -


Designed and programmed by : Tim Skelly

Audio by : David Thiel


- PORTS -


* Consoles :

Atari 2600 (1982)

$end

$info=raf102j,
$bio

Real and Fake (c) 1999 IGS.


- TRIVIA -


This game is known outside Japan as "Photo Y2K".


This game runs on the IGS PGM hardware.


- SERIES -


1. Real and Fake (1999)

2. Real and Fake 2 (2000)

$end

$info=rbff1,
$bio

Real Bout Fatal Fury (c) 12/1995 SNK.

Game ID : 0095


Sixteen characters, some old and some new, breathe new life into the Fatal Fury series.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Real Bout Garou Densetsu" (translates from Japanese as 'Real Bout Hungry Wolf Legend').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this particular game :

* The game uses a different 4 button setup this time around (punch, kick, power attack & plane switch) This was done to make the plane change mechanics easier to master.

* Chain combos are easier to pull this time around as well.

* This is one of the very few 2-D fighters to feature ring outs!

* Newcomers in the game are : Kim Kaphwan, Duck King & Billy Kane.


- TIPS AND TRICKS -


An additional cutscene can be seen by beating the game with either Terry or Andy Bogard.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Big boss : Eikichi Kawasaki

Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh

Planners : Tsuka-Michi, T. Yariyama, OH! Saba Meron

Obj. designers : Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman

Back. designers : Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan

Demo designers : Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan

effects : March Kaji, Kaoruru, Itokatsu, Tashiboo

Programmers : Tony-MF-Oki, Bo-Ffffffffng

Sound : Shimizm, SHA-V

Special advisers : Stg-Oyaji 145H, Masahiko. Sawa


* Voice Actors :

Terry Bogard : Satoshi Hashimoto

Andy Bogard : Keiichi Nanba

Joe Higashi : Nobuyuki Hiyama

Mai Shiranui : Akoya Sogi

Sokaku Mochizuki : Kouji Ishii

Bob Wilson : Toshiyuki Morikawa

Blue Mary : Harumi Ikoma

Franco Bash : B.J. Love

Geese Howard : Kong Kuwata

Hon-Fu : Toshiyuki Morikawa

Ryuji Yamazaki : Kouji Ishii

Kim Kaphwan : Satoshi Hashimoto

Jin Chonshu : Kappei Yamaguchi

Jin Chonrei : Kappei Yamaguchi

Billy Kane : Atsushi Yamanishi

Duck King : Kong Kuwata


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

Sega Saturn (1996)

Sony PlayStation (1996)

$end

$info=rbff2,rbff2a,
$bio

Real Bout Fatal Fury 2 - The Newcomers (c) 03/1998 SNK.

Game ID : 0240


Twenty-two of the finest South Town fighters in the seventh installment of this SNK gem.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as 'Real Bout Garou Densetsu 2 - The Newcomers' (translates from Japanese as 'Real Bout Hungry Wolf Legend 2 - The Newcomers').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this particular game :

* The game now features 'single plane' stages (like the ones seen in "Fatal Fury - King of Fighters", "Fatal Fury 2" & "Fatal Fury Special") in which you can slam enemies against background objects!

* The breakable objects system seen in Real Bout Special is gone. Also the "evil character" versions of some characters are gone as well.

* Newcomers in this game are : Li Xiangfei, Rick Strowd & Alfred.


A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.


- TIPS AND TRICKS -


* Fight Against Alfred : Begin game play in single player mode, finish off the first 10 fights with no Losses, score over 750000 by the time the 10th fight is won, land 5 Super Dead Move's or 7 Dead Move's. You will fight Alfred in a desert type stage.


* You may scope out each character's best records by tapping A button to move forward or B button to move back at the score ranking screen :).


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Executive producer : Takashi Nishiyama

Producer : H. Matsumoto

Coproducer : S. Itoh

Planners : Tsuka Michi+2, Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon

Design Front : Soe-Soe, Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishida Man DX, Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide, CG, Team CG. Works

Back designers : Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao J, Shimiji, Eiko

Demo designers : Kaoruku, Uruuru, Kumiko M

Sound : Sha-V, Miwa, Marino, Captain Beroou

Programmers : Boffffffng as Bof, Kura, Air as G.Rok.(Konbu)

Supervisers : K. Asai, SG Melon

Voice actors : Satoshi Hasimoto, Nobuyuki Hiyama, Tosiyuki Morikawa, Kappei Yamaguti, Atsushi Yamanisi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikowa, B.J. Love, Tanny Yamaguti, Mami Kingetsu, Hiro Yuuki


- PORTS -


* Consoles :

SNK Neo-Geo CD (1998)

$end

$info=rbffspec,
$bio

Real Bout Fatal Fury Special (c) 01/1997 SNK.

Game ID : 0223


'Hey, how's it goin', dude?' More old Fatal favorites return to the bout and bring the total of selectable fighters to 19.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Real Bout Garou Densetsu Special" (translates from Japanese as 'Real Bout Hungry Wolf Legend Special').


This game runs on the SNK Neo-Geo MVS hardware.


Things that changed in this particular game :

* The game modifies the plane switching system a bit.

* Ring out system is modified into the instant dizzy system (By breaking background objects!).

* Newcomers in the game are Tung Fu Rue, Lawrence Blood & Wolfgang Krauser. 'Evil' versions of some characters are available as well.


Terry's theme in this game is a remixed version of Terry's familiar "Fatal Fury 2" music (Kurikinton).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu Special - PCCB-00240) on 05/02/1997.


- TIPS AND TRICKS -


* Play As Shadow/EX Fighter : Shadow/EX fighter is an evil version of the selected character with a different movelist set as well as a different ending than his/her original counterpart. This code only works with the following characters : Andy Bogard, Billy Kane, Blue Mary, Tung Fu Rue.

1) At the character selection screen, highlight the character of your choice, hold Start and press B(x2), C(x2).

2) While continuing to hold Start, hold B, pause one second and hold C.

3) While continuing to hold Start+B+C, press A or D to select the Shadow version of the character.

4) Pressing A or D will select a different color.


* Fight Against Geese Howard : Begin game play in single player mode, win all rounds, do not score less than a 'B' rank in any battle and get more than 750,000 points befire fighting Wolfgang Krauser. You will fight Geese Howard in a special 'Nightmare' match.


- SERIES -


1. Fatal Fury - King of Fighters (1991)

2. Fatal Fury 2 (1992)

3. Fatal Fury Special (1993)

4. Fatal Fury 3 - Road to the Final Victory (1995)

5. Real Bout Fatal Fury (1995)

6. Real Bout Fatal Fury Special (1996)

7. Real Bout Fatal Fury 2 - The Newcomers (1998)

8. Fatal Fury Wild Ambition (1998)

9. Garou - Mark of the Wolves (1999)


- STAFF -


Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh

Planners : T. Yariyama, Higashi Pon, Oh! Majaharu, Tsuka_Michi

Obj Designers : Rio, Soe.Soe.96, Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidamanace, Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku

Back Designers : Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!!

Demo Designers : Sezabon, N. Kuroki, Ogura_A_1

effect : Tashiboo, Akirya

Sound : Tate Norio, Konny, Shimizm, Ackey, Brother Hige, Mariko, Macky, Kyo_Chan, Miwa, Imo

Programmers : Bo_ffffffffng as Bof, Naoyan Apchiba

Supervisers : Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka


* Voice Actors :

Terry Bogard, Kim Kaphwan : Satoshi Hashimoto

Joe Higashi : Nobuyuki Hiyama

Bob Wilson, Hon Fu : Toshiyuki Morikawa

Jin Chonshu & Chonrei : Kappei Yamaguchi

Billy Kane : Atsushi Yamanishi

Laurence Blood : Hiroyuki Arita

Tung Fue Rue, Cheng Chinzan : Shigefumi Nakai

Andy Bogard : Keiichi Nanba

Mai Shiranui : Akoya Sogi

Duck King, Geese Howard : Kong Kuwata

Sokaku Mochzuki, Ryuji Yamazaki : Koji Ishii

Blue Mary : Harumi Ikoma

Franco Bash, Wolfgang Krauser : B.J. Love


- PORTS -


* Consoles :

Sega Saturn (1997)

SNK Neo-Geo CD (1997)

$end

$info=realbrk,
$bio

Real Break - Billiard Academy (c) 1998 Nakanihon.

Game ID : '523'


A pool game where you are awarded pics of some asian babes when you win the round.


- STAFF -


Producer : Stone River

Co-producer : Ben

Director / Planner : Remember

Main programmer : Ben

Programmers : Yokotin, Ezw, Maimu, James

Character designers : Motar, Mori, Mittu, Kik

Modeling designer : Motar

Animation designers : Motar, Mittu

Visual effect designers : Motar, Remember

Hardware engineer : Mr. Oz

Music composer & Sound effect designers : Haratch, Hashiken, Gen

Voice actress : Chiho Nishimura, Sachiko Kuwazawa, Akiko Shimomura, Sanae Kato, Yukiko Asai

Executive producer : Rapid River

$end

$info=ghostb,ghostb3,
$bio

Real Ghostbusters (c) 05/1987 Data East.


Ray, Egon and Winston shoot their way through the ghosts which haunt Manhattan.


- TRIVIA -


This game is known in Japan as "Meikyuu Hunter G".


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- PORTS -


* Computers :

Commodore Amiga (1987)

Amstrad CPC (1988)

Atari ST (1988)

$end

$info=rmhaihai,rmhaihib,
$bio

Real Mahjong Haihai (c) 1985 Alba.


Finally, a *real* mahjong game!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Real Mahjong Tile-Tile'.


- SERIES -


1. Real Mahjong Haihai (1985)

2. Real Mahjong Haihai Jinjiidou-hen (1986)

3. Real Mahjong Haihai Seichou-hen (1986)

$end

$info=rmhaijin,
$bio

Real Mahjong Haihai Jinjiidou-hen (c) 1986 Alba.


Oh! The second *real* mahjong game!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Personnel Changing Incident'.


- SERIES -


1. Real Mahjong Haihai (1985)

2. Real Mahjong Haihai Jinjiidou-hen (1986)

3. Real Mahjong Haihai Seichou-hen (1986)

$end

$info=rmhaisei,
$bio

Real Mahjong Haihai Seichou-hen (c) 1986 Visco.


More *real* mahjong!

Controlled with a *real* mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Growing Incident'.


- SERIES -


1. Real Mahjong Haihai (1985)

2. Real Mahjong Haihai Jinjiidou-hen (1986)

3. Real Mahjong Haihai Seichou-hen (1986)

$end

$info=recalh,
$bio

Recalhorn (c) 1993 Taito.


- TRIVIA -


This game is an unreleased prototype wich runs on the Taito F3 System.

$end

$info=recordbr,
$bio

Recordbreaker (c) 09/1988 Taito.

Game ID : B56


- TRIVIA -


This game runs on the Taito H System hardware.

$end

$info=redalert,
$bio

Red Alert (c) 07/1981 Irem.

$end

$info=redbaron,
$bio

Red Baron (c) 05/1980 Atari.

Game ID : 036995-037007


- TRIVIA -


Red Baron was designed to accurately recreate World War I aerial combat. It was definitely the first flight simulator available to the public back in 1980. Red Baron was a lot like "Battle Zone" in the air. Which made a lot of sense, because Red Baron ran on almost exactly the same hardware as "Battle Zone" (more information below), and most Red Baron Upright machines shipped in factory converted Battle Zone cabinets (They usually even have Battle Zone sideart underneath the red 'Iron Cross' sideart). Unfortunately this game never did as well as "Battle Zone" did, the game did poorly in the arcades, approximately 2,000 units were produced (~500 cockpit). Maybe the world just wasn't ready for a 3-D flight simulator?


The Red Baron cockpit machines were all original though. They were white with painted sideart of a biplane, with a 'Red Baron' logo and an Iron Cross underneath the rear window. The one good thing about this cockpit was that it shipped in two pieces that butt together to form the complete unit. That means that it is much easier to move and store than a normal cockpit game.


Red Baron used almost the exact same hardware as Battle Zone, but not quite. "Battle Zone" will run on Red Baron hardware with a few minor modifications, but Red Baron will not run on "Battle Zone" hardware without a Red Baron 'auxilliary board', as the "Battle Zone" auxilliary board did not have enough sockets for all the Red Baron rom chips. The two games control completely different though.


- STAFF -


Programmer & Designer : Rich Moore

Hardware & Producer : John Ray

Technician : Joe Coddington


- PORTS -


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=redclash,redclask,
$bio

Red Clash (c) 1981 Tehkan.


- TRIVIA -


Licensed to Kaneko one year later (06/1982).


- UPDATES -


In the old version (by Tehkan), the ship doesn't move during the attract mode.

$end

$info=redhawk,
$bio

Red Hawk (c) 1998 Afega.


- TRIVIA -


This game is known in Japan as "Stagger I".


The intro sound has been taken from "Raiden II".


- STAFF -


Hardware designer : Namjun Cho

Sound : Junghae Seo

Background graphic designer : Hyonmi Kim

Graphic director : Bongwon Son

Program director : Haiisung Ryou

$end

$info=redrobin,
$bio

Red Robin (c) 1986 Elettronolo.

$end

$info=redlin2p,
$bio

Redline Racer (c) 1987 Cinematronics.


- TRIVIA -


Licensed to Tradewest.


- STAFF -


Designed and programmed by : John Morgan

$end

$info=regulus,regulusu,reguluso,
$bio

Regulus (c) 1983 Sega.

Game ID : 834-5328


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Programmed by : Hideki Ishikawa, Shuichi Katagi

Designed by : Yoji Ishii

Character design by : Yoshiki Kawasaki

Security by : Shuichi Katagi

$end

$info=reikaids,
$bio

Reikai Doushi (c) 1988 Home Data.


Control the Chinese Exorcist as he battles various Oriental demons!


- TRIVIA -


The title of this game translates from Japanese as 'Priest of the Spirit World'.


This game is also known as "Chinese Exorcist".


The zombie-like hopping enemies that the player fights against are called 'kyonshi', which in Chinese lore are literally 'Hopping vampires'.


- STAFF -


Planners : Hiroshi, Miyazee, Wozl, Show

Programmers : Ofu, Wadachi, Tsucciey, Sion, Shinkaichi

Graphic designers : Miyazee, Wozl, Show, Magicain, Gachapin, Kyasarin, Thunder

Sound : Tappy, Papiyo, Aki

Radio actorq : Wozl, Tara, Gachapin

Hard : Masaru, X1 9, Tara, Give Up

$end

$info=relief,relief2,
$bio

Relief Pitcher (c) 04/1992 Atari Games.

Game ID : 136093


- TRIVIA -


This game runs on the Atari System 1 hardware.


- STAFF -


Cris Drobny


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

$end

$info=renegade,
$bio

Renegade (c) 12/1986 Technos.

Game ID : TA-0018


One of the original beat-'em-ups! Kunio and Riki tear through rival gangs to save their girlfriends!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito for US manufacture and distribution.


This game is known in Japan as "Nekketsu Kouha Kunio-Kun".


Kunio the main character was originally the hero of 'River City Ransom' manga. His name, Kunio, comes from the director of Technos who is named Kunio Taki. Kunio also appears in the "Super Dodge Ball" series.


Apollon released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987.


- SERIES -


1. Renegade (1986)

2. Target Renegade (1988, Sinclair ZX Spectrum)

3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum)


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Sega Master System


* Computers :

Commodore C64 (1987)

Amstrad CPC (1987)

Sinclair ZX Spectrum (1987)

Thomson TO8 (1988)

Commodore Amiga (1989)

Atari ST (1989)

Apple II

Thomson M05

$end

$info=renju,
$bio

Renju Kizoku (c) 1994 Visco.

$end

$info=repulse,
$bio

Repulse (c) 1985 Sega.


- TRIVIA -


This game is also known as "'99 The Last War".


- STAFF -


Director : Shunkoh Miki

Programmer : Tatsuya Uemura

Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi

Music and sound effects : ???

$end

$info=rescue,
$bio

Rescue (c) 11/1982 Stern Electronics.


- TRIVIA -


This game runs on the "Super Cobra" hardware.


A bootleg of this game is known as "Apocaljpse Now".


- STAFF -


Designed and programmed by : Chris Oberth

$end

$info=rescraid,rescrdsa,
$bio

Rescue Raider (c) 07/1987 Bally Midway.


Controlled with two 8-way joysticks and one button.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Game designer : Dave Ross (DJR)

Video artwork : Bil Maher (BNM)

Audio : Jesse Osborne (JMO)

Cabinet artwork : Bob Flemate (B F)

Vehicle designer : Roger Hector (RDH)

Additional support : Pete Mokris (PET), Bob Smith

$end

$info=nekkyoku,
$bio

Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen (c) 1988 Video System.


Travel Japan for the best in mahjong nightlife!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Hot Affair Mahjong Soldier Flying Over the Archipelago - Eastern Japan Chapter'.

$end

$info=roishtar,
$bio

The Return of Ishtar (c) 07/1986 Namco.


- TRIVIA -


This game runs on the Namco System 86 hardware.


The Return of Ishtar is the first game from Namco to feature a 'password function'.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.


- SERIES -


1. The Tower of Druaga (1984)

2. The Return of Ishtar (1986)

3. The Quest of Ki (1988, Nintendo Famicom)

4. The Blue CrystalRod (1994, Nintendo Super Famicom)

5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2)


- STAFF -


Game designer : Masanobu Endoh

Character designer : Yuichiro Shinozaki

Programmer : Naito

Musics and sound effects : Junko Ozawa


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.4")


* Computers :

Sharp X68000 (1986)

Fujitsu FM7 (1986)

PC (1987)

MSX2

PC [Windows, CD-Rom] (2001)

$end

$info=roldfrog,roldfrga,
$bio

The Return of Lady Frog (c) 1993 Microhard.

$end

$info=retofinv,retofin1,retofin2,
$bio

Return of the Invaders (c) 09/1985 Taito.

Game ID : A37


- TRIVIA -


The development name of the game was "Space Invaders Part 3". Return of The Invaders was developed by UPL for Taito. For a small softco like UPL, working on the Space Invaders franchise was a great chance of getting popularity in the videogame industry. Unfortunately, Taito decided not to mention UPL in the finished game. Developers' disappointment grew bigger and bigger as the game became a huge success in Japan.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- SOURCES -


http://www.uplcoltd.com/upl10.html

$end

$info=jedi,
$bio

Return of The Jedi (c) 09/1984 Atari.

Game ID : 136030


This title is quite a bit different from the other two Star Wars arcade games. The other titles had 3D vector graphics, while this title uses isometric perspective raster graphics. This game made heavy use of scene changes to attempt to bring a little bit of the movie to the small screen, often switching back and forth between sequences fairly quickly. All the scenes run on the same engine, and are controlled in very similar manners. Or in other words one scene may be all ewoks, speeder bikes, and trees, while the next will be spaceships and the Death Star, but it is really just the same thing with different graphics. The main game scenes are the Forest Moon of Endor and the Death Star. The Death Star scenes always have you controlling the Millennium Falcon, while the Endor scenes feature both Princess Leia on a speeder bike and Chewbacca piloting an At-ST (the At-ST is the two legged Imperial walker, Chewie ended up with one of these near the end of the film somehow). The Ewoks in this game look more evil than cute, which may have been accidental, or it could have been some sort of subtle backlash at George Lucas for putting Ewoks in the movie in the first place.


- TRIVIA -


Return of the Jedi was the second arcade game based on the 'Star Wars' movie franchise. This Atari title was actually released a full year before "The Empire Strikes Back" was. Which means that the games were made out of order. The films were released in this order 'Star Wars', 'The Empire Strikes Back', and then 'Return of the Jedi'. But the games went in this order "Star Wars", "Return of the Jedi", and then "The Empire Strikes Back". This is admittedly a minor detail, but it is interesting nonetheless.


Return of The Jedi was one of the first games to uses a special graphics dithering method to make the graphics smoother.


This particular game was available only in an upright dedicated cabinet. The cabinet design was similar to the design used on "I, Robot" and "Major Havoc" machines, but it wasn't exactly the same as either one of them. If you have never seen any of these machines, lets just say they are oddly shaped, and kind of top heavy. The marquee featured a 'Return of the Jedi' logo that looked like it had been stolen directly from a movie poster (red letters on a background of stars with the Millennium Falcon and the Death Star clearly visible). The sideart only covered the top half of the machine. It was a montage of shots that was dominated by a picture of Princess Leia on a speeder bike and a large image of Darth Vader's head.


This title uses a pair of M6502 processors to run the game code, along with four Pokey chips for audio. This was one of the first Atari titles to modify all game options via a setup menu, rather than by using dip switches. Eighteen years later, the industry still hasn't fully converted over to being 'jumperless'.


All scenes are controlled with a flight yoke that is similar in design to the one used on the vector "Star Wars" game. This is usually the first thing to fail on any given machine. These can be rebuilt fairly easily though, but you may have to do a little bit of hacking to get them to work. 


- SERIES -


1. Star Wars (1983)

2. Return of The Jedi (1984)

3. The Empire Strikes Back (1985)


- STAFF -


Designer / Programmer : Dennis Harper

Graphic designer : Susan G. McBride

Audio designer : Synthia Petroka

Software support : Mike Mahar


- PORTS -


* Computers :

Atari ST (1987)

Amstrad CPC (1987)

Commodore Amiga (1988)

Commodore C64 (1988)

Sinclair ZX Spectrum (1989)

$end

$info=revx,
$bio

Revolution X (c) 03/1994 Midway.


- TRIVIA -


This game runs on the Midway X Unit hardware.


The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title.)


Kerri Hoskins (Helga/Hostage) originally did some footage topless (for secret rooms), with the option of an overlaid bikini as a DIP switch setting. When Midway found out, they forced the programmers to make the bikini addition permanent.


Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.

1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.

2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.

3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.

4. The dramatic music change and pallete swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.


- UPDATES -


Rev. 1.0 has an extra area added located in the Pacific Rim Stage.


- TIPS AND TRICKS -


* "Trog"! : To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.

The reason behind "Trog"'s inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!


- STAFF -


Directed and produced by : George N. Petro, Jack E. Haeger (JEH)

Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch

Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead

Music and sound : Chris Granner

DCS sound system : Matt Booty, Ed Keenan, Rk140

Guitar solos : Vince Pontarelli

Executive producers : Neil Nicastro, Ken Fedesna

Sales : Joe Dillon


* CAST :

Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)

Headmistress Helga / Cage Danger : Kerri Hoskins (she also appeared as Sonya Blade in MK3 and UMK3)

Nonboys : Steve Beran

Skate Troopers / Everdrones : Jack E. Haeger (JEH)

Berzerkers : John Larrieu

Yellow Jackets / Nomatives : Sal Divita

Non Ninjas : Tony Marquez

Kemmitechs : John Vogel


Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood

Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker

Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis

Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis

Hardware : Steve Correll, John Lowes, Ray Macika

Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko

Costumes : Cindy Maniates

Hair and makeup : Sher Williams, Tina Gazaldo

Custom Props : Mark Runyan

Model Builders : Rodney Carter, Dean Milano

Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma

Catering : Rich Christian

Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg

Photographer : Bryan Friedman

Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers

Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss

Game testers : Mike -MXV- Vinikour, Jason -Thor- Defillippo, Eddie -CPU- Ferrier

Aerosmith international fan club president : Juan Sirrakah

Llamas trained by : Nicholas Petro


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

Sega Saturn (1996)

Sony PlayStation (1996)


* Computers :

PC [MS Windows, CD-ROM] (1995)

$end

$info=rezon,
$bio

Rezon (c) 1991 Allumer.


- STAFF -


Programmer : Jun Ichikawa

Assistants : Kenji Kikkawa, Hiroshi Yamanaka

Graphic designers : Yoshiyuki Shikano, Yukie Sugimoto, Manabu Namiki, Noriaki Yamaguchi, Tadahiro Negome

Music & sound : Hideyuki Ueno

Hardware : Noboru Kohno

$end

$info=ribbit,
$bio

Ribbit! (c) 1991 Sega.


- TRIVIA -


This game runs on the Sega System C2 hardware.


- TIPS AND TRICKS -


* Cool Extra Lives Feature : In your first game, ensure that you get a highscore (the music will change, on the time bonus screen if you've achieved a highscore). Lose all your lives and then 'continue'. You will now show as having 0 toads. Get killed and again, press continue. You now have 99 toads - which comes in well handy on the later conveyor belt levels. Thanks Sega!

$end

$info=ridgeraj,
$bio

Ridge Racer (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System 22 hardware.


A Ridge Racer unit is prominently shown in the second episode of the Japanese TV show "Ninja Sentai KakuRanger," showing an actor playing the game rather poorly.


Victor Entertainment released a limited-edition soundtrack album for this game (Ridge racer : Namco Game Sound Express Vol.11 - VICL-15025) on 21/01/1994.


- SERIES -


1. Ridge Racer (1993)

2. Ridge Racer 2 (1994)

3. Rave Racer (1995)

4. Ridge Racer Revolution (1995, Sony Playstation)

5. Rage Racer (1996, Sony Playstation)

6. R4 - Ridge Racer Type 4 (1998, Sony Playstation)

7. RR64 - Ridge Racer 64 (2000, Nintendo 64)

8. Ridge Racer V - Arcade Battle (2001)

9. R : Racing Evolution (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2)


- STAFF -


Music composed by : Shinji Hosoe, Ayako Sasou, Nobuyoshi Sano


- PORTS -


* Consoles :

Sony Playstation (1994)

$end

$info=ridger2j,
$bio

Ridge Racer 2 (c) 1994 Namco.


- TRIVIA -


This game runs on the Namco System 22 hardware.


When entering the first tunnel, look up and you’ll see a giant video screen showing the old Namco arcade game "Galaxian".


Victor Entertainment released a limited-edition soundtrack album for this game (Ridge Racer 2 : Namco Game Sound Express Vol.14 - VICL-15031) on 09/1994.


- SERIES -


1. Ridge Racer (1993)

2. Ridge Racer 2 (1994)

3. Rave Racer (1995)

4. Ridge Racer Revolution (1995, Sony Playstation)

5. Rage Racer (1996, Sony Playstation)

6. R4 - Ridge Racer Type 4 (1998, Sony Playstation)

7. RR64 - Ridge Racer 64 (2000, Nintendo 64)

8. Ridge Racer V - Arcade Battle (2001)

9. R : Racing Evolution (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2)


- STAFF -


Music : Shinji Hosoe, Ayako Sasou, Nobuyoshi Sano, Takayuki Aihara

$end

$info=ridingf,ridefgtu,ridefgtj,
$bio

Riding Fight (c) 1992 Taito.

Game ID : D34


- TRIVIA -


This game runs on the Taito F3 System hardware.

$end

$info=ridhero,ridheroh,
$bio

Riding Hero (c) 07/1990 SNK.

Game ID : 0006


A Hot Battle Awaits You On The Way To The W.G.P Racing Title! After getting the 'International A License', a young racer battles his way to the Suzuka 8 Hour Race. Featuring 3 ways to play! W.G.P mode, RPG mode or Multi Play mode. GO FOR THE GLORY!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Riding Hero is the first Neo-Geo game to feature the 'Multi Play Function', this lets you 'link' cabinets together so players can race each other side by side.


- STAFF -


Producer : Eikichi Kawasaki

Director : Hiroshi.M

Programmer : H. Deep.T

Music : Synthesize Yamada

Sound effects : Jojoha Kitamura

Character designers : Kouichi.S, Takurin.K, Kimie.M, Masayo.S


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=rimrockn,rimrck20,rimrck16,rimrck12,
$bio

Rim Rockin' Basketball (c) 09/1991 Strata / Incredible Technologies.


Controlled with an 8-way joystick and two buttons.


- UPDATES -


Revision 1 :

* Software version : 1.2.


Revision 2 :

* Software version : 1.6.

* Added 'Credits Per Door Setting' option in the operator menu.


Revision 3 :

* Software version : 2.0.

* Added 'Coins Needed For Start & Buy-In Adj.' option in the operator menu.


Revision 4 :

* Software version : 2.2.

$end

$info=ringfgt,ringfgt2,
$bio

Ring Fighter (c) 1984 Taito.


- TRIVIA -


This game is also known as "VS Gong Fight".

$end

$info=ringking,ringkin2,ringkin3,
$bio

Ring King (c) 10/1985 Data East.


- TRIVIA -


This game is known in UK as "King of Boxer".


- PORTS -


* Consoles :

Nintendo Famicom


* Others :

LCD handheld game (1989) : released by Acclaim.

$end

$info=ringohja,
$bio

Ring no Ohja (c) 06/1988 Konami.

Game ID : GX799


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'King of the Ring'.


This game is known outside Japan as "The Main Event".


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.

$end

$info=ringdest,
$bio

Ring of Destruction - Slammasters II (c) 09/1994 Capcom.

Game ID : CP-S II No. 06


Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game.

Controlled with an 8-way joystick and five buttons.


- TRIVIA -


This game is known in Japan as "Super Muscle Bomber - The International Blowout".


This game runs on the Capcom Play System II hardware (CPS II).


Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').


SME released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994.


- UPDATES -


The names of several characters and the name of the game itself were changed in the non-Japanese Ring of Destruction - Slammasters II versions. These changes are not reflected in the Tokyo stage, however. In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the "Super Muscle Bomber" logo. Below is a list of the name changes.

(Japanese name - Non-Japanese version name)

Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie'

Mysterious Budo - Great Oni

El Stinger - El Stingray

Sheep The Royal - Alexander 'The Grater'

Kimala The Bouncer - Jumbo 'Flap' Jack

Lucky Colt - Gunlock

Titan The Great - Titanic Tim

'Missing IQ' Gomes - King Rasta 'Mon'

Astro - The Scorpion


- SERIES -


1. Saturday Night Slam Masters (1993)

2. Muscle Bomber Duo - Ultimate Team Battle (1993)

3. Ring of Destruction : Slammasters II (1994)


- STAFF -


Character design & Illustration : Tetsuo Hara

Planner : Tomy Ari

Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan

Scroll designers : Ziggy, Miyao, Taka

Programmers : Kazuhito Nakai, Shaver, Tate, Raoh

Sound : T. Kajino, Shun, Isao Abe (Oyaji)

Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo

$end

$info=ringrage,ringragu,ringragj,
$bio

Ring Rage (c) 08/1992 Taito.

Game ID : D21


Eight selectable digitized wrestlers fight in tag team tournament, take part in Royal Rumble or survival match.


- TRIVIA -


This game runs on the Taito F3 System hardware.


- PORTS -


* Consoles :

Nintendo Game Boy

$end

$info=riotcity,
$bio

Riot City (c) 1991 Sega / Westone.


Two brawlers go after the evil city gangs!


- TRIVIA -


This game runs on the Sega System 16B hardware.


- STAFF -


Main programmer : Naoki Hoshizaki

Programmer : Ryuchi Nishizawa

Sprite designer : Susumo Konno

BG designer : Naki Ohzora, Tomoko Nakayama

Data work : Hirumitu Watanabe

Sound effects & Music composer : Jin Watabe

Director : Naoki Hoshizaki

$end

$info=ripcord,
$bio

Rip Cord (c) 02/1979 Exidy.


- STAFF -


Designed and programmed by : Arlan Granger

$end

$info=ripoff,
$bio

Rip Off (c) 04/1980 Cinematronics.


- TRIVIA -


Rip-Off was the first two player cooperative video game. One of the greatest cooperative two player games ever created.


- STAFF -


Designed and programmed by : Tim Skelly


- PORTS -


* Consoles :

GCE Vectrex (1982)

$end

$info=riskchal,
$bio

Risky Challenge (c) 1993 Irem.


- TRIVIA -


This game is known in Japan as "Gussun Oyoyo".


This game runs on the Irem M-97 system hardware.

$end

$info=rvschool,rvschola,
$bio

Rival Schools - United by Fate (c) 11/1997 Capcom.


- TRIVIA -


This game is known in Japan as "Shiritsu Justice Gakuen - Legion of Heroes".


This game runs on the Sony ZN-1 hardware.


Justice Gakuen is the name of one of five schools in this game. They are :

1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.

2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji : 'go' <five> and 'rin' <ring>.

3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.

4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.

5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.


Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998.


- TIPS AND TRICKS -


* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also recieve a different ending then you normally would.


* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).


* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.


*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.


* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


- SERIES -


1. Rival Schools - United by Fate (1997)

2. Project Justice - Rival Schools 2 (2000)


- STAFF -


* CAST :

1) Taiyou Gakuen <Solar Academy> :

Batsu Ichimonji : Nobuyuki Hiyama

Hinata Wakaba : Tomoe Hanba

Kyosuke Kagami : Isshin Chiba

Hayato Nekketsu : Takumi Yamazaki


2) Gorin Koukou <Olympic High School> :

Shoma Sawamura : Yuji Ueda

Natsu Ayuhara : Narumi Tsunoda

Roberto Miura : Tomoyuki Morikawa


3) Pacific High School :

Roy Bromwell : Ryutato Okiayu

Tiffany Rose : Miki Narahashi

Boman Delgado : Takashi Nagasako


4) Gedou Koukou <Heretical Doctrine High School> :

Eiji Yamada (Edge) : Yoshiharu Yamada

Akira Kazama : Chiharu Tezuka

Gan Isurugi : Takashi Nagasako

Daigo Kazama : Koichi Yamadera


5) Justice Gakuen <academy> :

Hideo Shimazu : Tetsuo Mizutori

Kyoko Minazuki : Kotono Mitsuishi

Raizo Imawano : Tomomichi Nishimura

Hyou Imawano : Kaneto Shiozawa


6) Tamagawa Minami Koukou <Tamagawa South High> :

Sakura Kasugano : Yuko Sasamoto


7) Sub-characters :

Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi

Kohai <Junior> B / Hisho <Private Secretary> / Committee Chairman : Miki Narahashi

Kohai A : Tomoe Hanba

Tiffany's Dad : Tetsuo Mizutori

Professor : Tomomichi Nishimura

Narration : Kaneto Shiozawa


- PORTS -


* Consoles :

Sony PlayStation (1998)

$end

$info=rpatrolb,
$bio

River Patrol (c) 19??.


You are the captain of a river patrol ship in this top-down game. Your mission : To save the poor souls who fell into the river. But it is not that easy, in your way lays some big boulders, crocodiles and some tree logs, all waiting to sink your vessel.


- TRIVIA -


This game is a bootleg of "Silver Land".

$end

$info=roadblst,roadbls3,roadbls2,roadbls1,roadblsg,roadblg2,roadblg1,roadblsc,roadblc1,roadblcg,
$bio

Road Blasters (c) 03/1987 Atari Games.

Game ID : 136048


- TRIVIA -


Road Blasters was the last of the Atari System 1 hardware games made. The original name of Road Blasters during its design was 'Future Vette'.


- TIPS AND TRICKS -


* A Trick : If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16-20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time.


* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible.


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Atari Lynx (1990)

Sega Mega Drive (1991)

Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

Atari ST (1988)

Commodore Amiga

PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2")

$end

$info=roadf,roadf2,
$bio

Road Fighter (c) 12/1984 Konami.

Game ID : GX461


- TRIVIA -


Road Fighter is the first car racing game from Konami.


- TIPS AND TRICKS -


* Tip : When you collide with a car, always steer out of the skid to regain control.


- SERIES -


1. Road Fighter (1984)

2. Midnight Run - Road Fighter 2 (1995)


- PORTS -


* Consoles :

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Famicom


* Computers :

MSX (1985)

Spectravideo

$end

$info=roadriot,
$bio

Road Riot 4WD (c) 1991 Atari Games.

Game ID : 136089


- TRIVIA -


This game runs on the Atari G42 hardware.


- SERIES -


1. Road Riot 4WD (1991)

2. Road Riot's Revenge (1994)


- STAFF -


Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)

Software design and implementation : Dennis Harper (DDH), David S. Akers (DSA)

Hardware engineer : Sam Lee (SL )

Controls : Milt Loper

Expert technician : Farrokh Khodadadi (FRK)

Video imaging : Rob Rowe

Hardware supervisor : Pat McCarthy

Music and video : Don Diekneite

Animation : Sean Murphy

Marketing manager : Linda Benzler (LB )

Nu/Omega / Team director : John Ray


- PORTS -


* Consoles :

Nintendo Super Famicom

$end

$info=rrreveng,rrrevenp,
$bio

Road Riot's Revenge (c) 01/1994 Atari Games.


- TRIVIA -


This game runs on the Atari GX2 hardware.


- SERIES -


1. Road Riot 4WD (1991)

2. Road Riot's Revenge (1994)

$end

$info=roadrunn,roadrun2,roadrun1,
$bio

Road Runner (c) 1985 Atari Games.

Game ID : 136040


- TRIVIA -


Based on the Warner Bros cartoon.


This game runs on the Atari System 1 hardware.


A graphically enhanced version of this game (Apparently running on "Beat Head" hardware) was planned, where each stage would have a Road Runner cartoon scene as an intermission, spooled from a laserdisc. However, although a master was produced (now in the hands of a private collector of Atari prototypes), no discs were ever pressed and it is likely that no ROMs were ever burned.


- STAFF -


Producer : Norm Avellar, Greg Rivera

Director : Mike Hally

Backgrounds : Sam Comstock, Mark West

Animation : Susan G. McBride, Hal Cannon, Earl Vickers

Location Tech : Rob Rowe

Support : Jacl Aknin, Mike Albaugh, Brad Fuller, Pat McCarthy, Rich Moore, Don Paauw


- PORTS -


* Consoles :

Atari 2600

Nintendo Famicom (1989)


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

Atari ST

$end

$info=roadedge,
$bio

Roads Edge (c) 1997 SNK.


- TRIVIA -


This game is also known as "Round Trip".


This is the first game to use the Hyper Neo-Geo 64 hardware system.

$end

$info=robby,
$bio

Robby Roto (c) 1981 Bally Midway.


Controlled with a 4-way joystick and one button.


- TRIVIA -


This game runs on the Bally Midway Astrocade hardware.


Approximaly 2,000 units were produced.


- STAFF -


Designed and programmed by : Jay Fenton, Dave Nutting

$end

$info=roboarmy,roboarma,
$bio

Robo Army (c) 10/1991 SNK.

Game ID : 0032


Two robotic soldiers attempt to stop the robots and their master from enslaving the human race.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Player two's character appears as a striker character in "The King Of Fighters 2000" as Rocky.


- STAFF -


Excutive producer : Eikichi Kawasaki

Programmers : Oh!Butch, ARCBBCOV, Shochan, MA2, Kawaii

Sound : Yamapy-1, Konny

Production Designer : Kouichi Sakita

Designers : Takeshi Kimura, Take-P, Shimachan, UG. Wada, Pinkey

Associate producer : Finish Hiroshi

Planners : Akira Goto, Yarie


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=robowres,robowrb,
$bio

Robo Wres 2001 (c) 1986 Sega.


- TRIVIA -


'Wres' stands for 'Wrestling'.

$end

$info=robocop,robocpu0,robocopu,robocopb,robocopw,robocopj,
$bio

Robocop - The Future of Law Enforcement (c) 11/1988 Ocean Software.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


After Ocean Software secured the Robocop license, they sub-licensed it to Data East who created the coin-up game. Ocean then ported the game to various home computers


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- TIPS AND TRICKS -


* Boss 1 Is Easy : At the end of stage 1, just before the boss comes out : run all the way right and start shooting diagonally right and up. The boss will come out already defeated.


- SERIES -


1. Robocop - The Future of Law Enforcement (1988)

2. Robocop 2 (1991)

3. Robocop 3 (1992 - Nintendo Super Famicom)

4. Robocop vs The Terminator (1993 - Nintendo Super Famicom)


- STAFF -


Game designer : Yoshiyuki Unishibara

Assistant game designer & Main graphic designer : T. Adachi

Programmer : Ryoji

Sound effects : Azusa Ma

Graphic designers : A. Kaneko, Mix man, Y. Kaiho

Programmers : Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura

Music : Hiroaki Yoshida (MARO), Hiroyuki, Hitomi


- PORTS -


* Consoles :

NES (1989)


* Computers :

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

Commodore C64 (1988)

Commodore Amiga (1988)

Apple II (1988)

Atari ST (1989)

PC (MS-DOS) (1989)

$end

$info=robocop2,robocp2u,robocp2j,
$bio

Robocop 2 (c) 03/1991 Data East.

Game ID : MAH


- SERIES -


1. Robocop - The Future of Law Enforcement (1988)

2. Robocop 2 (1991)

3. Robocop 3 (1992 - Nintendo Super Famicom)

4. Robocop vs The Terminator (1993 - Nintendo Super Famicom)


- STAFF -


Project leader : Mentaiko

Game designer : Tohru Kikuchi

Main programmer : Takaaki Inoue

Sub programmers : Yasuhiko Nomura, Masao Ishikawa

Graphic leader : Tomoo Adachi

Graphic designers : Yoshiyuki Ishibiki, Masayuki Inoshita, Yasuhiko Hirane, Seiichirou Ishiguro, Yoshihiro Yamamoto, Yoshiyuri Urushibara, Yoshinari Kaihou, Eiko Kurihara, Masateru Inagaki

Sound : Tatsuya Kiwch, Tomtom Sato

Hard : Katsumi Kurihara


- PORTS -


* Consoles :

Nintendo Game Boy (1991)

$end

$info=robotbwl,
$bio

Robot Bowl (c) 01/1977 Exidy.


You have a top down view of a bowling alley with score cards shown on each side. The only thing in the game that uses an actual animation is the bowler himself, the robot has a several frame animation when he walks. Everything is (of course) shown in glorious monochrome black and white. The game begins with your robot bowler running up to the alley (his feet move faster than he does, which makes it look like he is running on a conveyor belt or something). You then have three seconds to roll the ball, before it will roll of its own accord. The game is controlled with five buttons, they are left, right, shoot, hook left, and hook right. When Exidy was making this game, they had to make a decision about how the hooking worked, and it seems that they decided that "Robots are telepaths, and can effect the balls movement after it is thrown!". You see you can't even hook the ball until after it is thrown. This makes it very easy to pick up the spare. The game makes up for that little trick by making 'splits' very common (the 7-10 split and the 4-7-10 split come up all the time). These are pretty annoying, but you can usually learn how to clear them out (except the 7-10 split, I still haven't figured out how to clear that one).


- TRIVIA -


Robot Bowl was available in two different dedicated cabinets, an upright and a cocktail, both of them used the same internal hardware.

* The Robot Bowl upright was of the common 1970s 'short cabinet' design, as the machine had no marquee and was only as tall as the monitor. The cabinet itself was covered in dark woodgrain laminate (very popular back then), and all decorative touchs were on the large monitor bezel, which depicted a cartoon scene of a gray robot bowling. The robot looks a lot like the Tin Woodsman from 'The Wizard of Oz', except for the top of his head, and the fact that he is plugged in with an extension cord. He is labeled 'XXIDY MFG.' on his back. Some machines also had a decorative 'ball return' on the front at the very bottom of the cabinet.

* The Robot Bowl cocktail was a square box with a perfectly round top, the player controls were on either side of the monitor (and you actually had to look at the game sideways to play). This machine had no decoration of any kind.


- STAFF -


Designed and programmed by : Edward Valeau, Howell Ivey

$end

$info=robotron,robotryo,
$bio

Robotron - 2084 (c) 03/1982 Williams.


The object of the game is to save the last human family (although it seems they had a really big family) and kill anything or anyone who gets in your way. The enemies in the game are called Robotrons and there are five different kinds of them : Grunts, Brains, Enforcers, Tanks and Hulks. There are also three different kinds of human family members who must be rescued including women in pink dresses, men in blue suits and boys in red shirts. Two joysticks are used for play control (see 'Trivia' section for more information).


- TRIVIA -


The basic play of Robotron was programmed in three days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The original concept name was 'Robot Wars - 1984'.


Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurences : Jarvis liked the game "Berzerk", but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating "Stargate".


This game runs on the "Defender" hardware and shares some sounds from "Defender".


The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal.


Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time.


Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2'' tall and featured white sides and a black front. It had painted sideart in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player.


A Robotron unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.


- UPDATES -


Yellow/Orange label :

* The default difficulty is 5.

* The demo calls the Quarks 'Cubeoids'.

* The default high score is 131682.


Blue label :

* The default difficulty is 3.

* The default high score is 151782.

* The 'shot-in-corner' bug is fixed.


- TIPS AND TRICKS -


* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows...

1) Fire Up while moving Right and press Player 1 button.

2) Fire Down while moving Up and press Player 2 button.

3) Move Down while firing Up.

The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick.


* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system.


- SERIES -


1. Robotron - 2084 (1982)

2. Blaster (1983)


- STAFF -


Staff : Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM)


- PORTS -


* Consoles :

Atari 5200 (1983)

Atari 7800 (1984)

Atari Lynx (1991)

Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")

Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Tandy (1983, "Robotack")

Commodore VIC20 (1983)

Atari ST (1987)

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")

Apple II

$end

$info=rocnrope,rocnropk,
$bio

Roc'n Rope (c) 03/1983 Konami.

Game ID : GX364


* The first screen is probably all that most of you wankers will ever see. You begin at the bottom left, and must work your way up to the Roc who is at the upper right of the screen. This screen has a brown 'outdoors' look to it. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To beat this level all you have to do is use your harpoon gun to climb diagonally back and forth until you reach the top. Oh, and don't forget about the bad guys either.

* The second screen is blue and appears to be underground, and actually uses a whole different tileset than the other three screens. Don't worry if you don't know what a tileset is, it isn't that important. There are a lot of dinosaurs on this screen, and not nearly as many platforms as before. But the platforms that are there travel almost completely across the screen, so there really aren't a lot of holes to watch out for. Make it to the top to continue.

* The third screen goes back to the 'outdoors' appearance from the first one. This screen adds a ferris wheel style plaform in the center of the screen, but it can be avoided if you don't want to use it. Just stick to the right of the screen, and soon you will be at the top.

* The final level is shaped a bit more like a mountain, while still maintaining the same tileset as the previous level. Your main concern here is a large waterfall in the center of the screen. You have to time your harpoon climb just right to avoid being killed by the deadly waters (you actually have to cross it twice). Finish this screen and the game starts over, with increased difficulty.


- TRIVIA -


Roc'n Rope was only available in an upright configuration. This upright was in a wood-grained cabinet that was similar in construction to the "Frogger" cabinet. The sideart was a large sticker showing an adventurer posing with a harpoon gun and a bird. The marquee shows this same adventurer firing his harpoon gun across a chasm at an unsuspecting dinosaur, while a cartoon caveman looks on suspiciously. The monitor bezel was unadorned, although most machines had a little instruction card underneath the glass. The control panel was a solid green and featured a single 8-Way joystick mounted centrally, with two buttons to either side, which allowed for the game to be played with either hand.


- PORTS -


* Consoles :

Colecovision (1983)

Sony PlayStation (1999, "Konami Arcade Classics")

$end

$info=rockrage,
$bio

Rock 'n Rage (c) 12/1986 Konami.

Game ID : GX620


- TRIVIA -


This game is known in Japan as "Koi no HotRock".


This game runs on the "Blades of Steel - The Supreme Hockey Challenge" hardware.


Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987.


- STAFF -


Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuko Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada

Video graphics designers : Shena Urata, Sweet Satoh

Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka

Hardware designer : Barrel Akiyama

$end

$info=rockclim,
$bio

Rock Climber (c) 1981 Taito.

$end

$info=rockn3,
$bio

Rock'n 3 (c) 1999 Jaleco.


- STAFF -


* Sound Staff :

Sound producer : Teruyuki Mori

Arrange & Composition : Tetsuya Yoshikawa

Sound directors : Hiroshi Tanabe, Masanori Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura

Coordinaor : Yuji Ohno

Recording engineers : Osamu Konishi, Seiki Ochiai

Guitarist : Shin-ichi Iwai

Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Yumi Oki, Akiko Takano, RIE, Goro Oshima, Saeko, Yoshito Fuchigami, George -MA- Ikeru, Nancy


* Hardware Staff :

Hardware designers : Katsuaki Takita, Nobuyuki Arai

Mechanical designers : Hirofumi Henmi, Yoshinori Harada, Ryoichi Sasaki

Industrial & Graphic designers : Yoshitaka Yabe, Kazuto Ikegami, Hiroyuki Kuroyanagi, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya


* Software Staff :

Game programmers : Natsuo Seki, Satoru Arai, Makoto Nakanishi

Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Akira Miyazaki, Takehiko Murata, Kenichi Takebe

Game directors : Kazuhiro Kurihara, Kotarou Mituzuka

Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa

$end

$info=rockn4,
$bio

Rock'n 4 (c) 2000 Jaleco.


- STAFF -


* Sound Staff :

Producer : Teruyuki Mori

Arrange & Composition : Tetsuya Yoshikawa

Guitarist : Shin-ichi Iwai

Directors : Tatsuya "Anie" Nishimura, Hiroshi Tanabe, Yuji Ohno, Wataru Suzuki, Naoko Yoshida

Engineers : Osamu Konishi, Hiroyuki Sukano

Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Akiko Takano, Goro Oshima, Yoshito Fuchigami, George -MA- Ikeru, Kae Hanazawa, Saeko Suzuki, Nancy, Hitomi.K


* Hardware Staff :

Hardware designer : Katsuaki Takita

Mechanical designers : Hirofumi Henmi, Yoshinori Harada

Industrial & Graphic designer : Satoshi Ashizawa


* Software Staff :

Observer : Kazuhiro Kurihara

Game programmer : Natsuo Seki

Graphic designers : Yusuke Yoshida, Onihei Hasegawa

Assistant directors : Akira Miyazaki, Kenichi Takebe, Aika Miami

Game director : Takamitsu Kato

Line producer : Tomoji Miyamoto

$end

$info=rocknms,
$bio

Rock'n MegaSession (c) 1999 Jaleco.

$end

$info=rockn,
$bio

Rock'n Tread (c) 1999 Jaleco.


- STAFF -


* Sound Staff :

Sound producer : Teruyuki Mori

Arrange & Composition : Tetsuya Yoshikawa

Sound director : Hiroshi Tanabe, Naoki Takehana

Coordinaor : Yuji Ohno

Recording engineer : Osamu Konishi

Sound programmer : Nobuya Tanaka

Guitarist : Shin-ichi Iwai

Vocalists : Kazuyo (from SPY), Paul Keymour, Steven Wolf, Shin-ichi Ishihara, Kyouka G, Yumi Ohki, You-U, Naoko Townsend, Shige, Kaori Yano

Cooperation : Tatsuya "ANIE" Nishimura


* Hardware Staff :

Hardware designers : Katsuaki Takita, Nobuyuki Arai

Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada

Industrial & Graphic designers : Kazuto Ikegami, Kouji Ikenoue


* Software Staff :

Game programmers : Natsuo Seki, Satoru Arai

Graphic designers : Yusuke Yoshida, Kayuna.S, Onihei Hasegawa

Assistant director : Masaru Yokota

Game directors : Hiroyuki Makino, Kazuhiro Kurihara

Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa

Producer : Hiroyuki Makino

$end

$info=rockn2,
$bio

Rock'n Tread 2 (c) 1999 Jaleco.


- STAFF -


* Sound Staff :

Sound producer : Teruyuki Mori

Arrange & Composition : Tetsuya Yoshikawa

Sound directors : Hiroshi Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura, Toru Ohara, Naoko Yoshida

Coordinaor : Yuji Ohno

Recording engineer : Osamu Konishi

Guitarist : Shin-ichi Iwai

Vocalists : Kazuyo (from SPY), Steven Wolf, Shin-ichi Ishihara, You-U, RIE, Hedel Bendel, Naoto Fuga, Tomohiko, Ke-Ko, Lisa Ohki, Akiko Takano


* Hardware Staff :

Hardware designers : Katsuaki Takita, Nobuyuki Arai

Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada

Industrial & Graphic designers : Kazuto Ikegami, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya


* Software Staff :

Game programmers : Natsuo Seki, Satoru Arai

Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Kenichi Takebe

Assistant directors : Kotarou Mituzuka, Taku Sugawara, Makoto Nakanishi

Game director : Kazuhiro Kurihara

Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa

$end

$info=rocktrv2,
$bio

Rock-N-Roll Trivia *Part 2* (c) 1986 Triumph Software.

$end

$info=rockmanj,rckmanj,
$bio

Rockman - The Power Battle (c) 09/1995 Capcom.


Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Megaman - The Power Battle".


There are two version, one on the CPS and one on the CPS-II hardware.


Sony released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995.


- TIPS AND TRICKS -


* Easter Egg : Sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random.


- SERIES -


1. Rockman - The Power battle (1995)

2. Rockman 2 - The Power fighters (1996)


- STAFF -


Planners : Ohko 25th, Zanzo, (^_^")

Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi

Object designers : K.Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga.M, Zephyr Sakuno


- PORTS -


* Consoles :

SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters")


* Arcade:

Capcom Play System II (1995)

$end

$info=rckman2j,
$bio

Rockman 2 - The Power Fighters (c) 07/1996 Capcom.

Game ID : CP-S II No. 17


Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Megaman controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious!


- TRIVIA -


This game is known outside Japan as "Megaman 2 - The Power Fighters".


This game runs on the Capcom Play System II hardware (CPS II).


Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996.


- SERIES -


1. Rockman - The Power battle (1995)

2. Rockman 2 - The Power fighters (1996)


- STAFF -


Game designer : Ohko

Programmers : Teruaki Hirokado, Pon, You!

Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja

Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan

Sound effects : Moe.T

Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Koda Masato, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto

Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori

Producer : Yoshimi Ohnishi

General producer : Noritaka Funamizu


- PORTS -


* Consoles :

SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters")

$end

$info=rodland,rodlandj,rodlndjb,
$bio

Rod-Land (c) 04/1990 Jaleco.


- TRIVIA -


This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai".


This game runs on the Jaleco Mega System 1-A system hardware.


Rod-Land contains a second episode (see 'Tips And Tricks' section) known in Japan as "Rod Land - Tozasareta Sekai".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990.


- TIPS AND TRICKS -


* Unlock The Second Episode (Note : You can unlock the second episode via the dip switch too) :

For the English version - After inserting a coin, press the player 1 'Down' button 3 times.

For the Japanese version - After inserting a coin, press the player 1 'Up' button 3 times.


- STAFF -


Music composed by : Tsukasa Tawada


- PORTS -


* Consoles :

Nintendo Famicom (1992)

Nintendo Game Boy (1993)


* Computers :

Amstrad CPC (1990)

Commodore C64 (1991)

Commodore Amiga (1991)

Atari ST (1991)

Sinclair ZX Spectrum (1992)

$end

$info=rohga,rohgah,rohgau,
$bio

Rohga - Armor Force (c) 1991 Data East.

Game ID : MAM


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992.


- SERIES -


1. Vapor Trail - Hyper Offence Formation (1989)

2. Rohga Armor Force (1991)

3. Skull Fang (1996)


- STAFF -


Music composed by : Akira Takemoto, Hiroaki Yoshida

$end

$info=rollace,rollace2,
$bio

Roller Aces (c) 1983 Kaneko.


- TRIVIA -


Licensed to Williams.

This game is known in Japan as "Fighting Roller".

$end

$info=rjammer,
$bio

Roller Jammer (c) 1984 Nichibutsu / Alice.

$end

$info=rollerg,rollergj,
$bio

Rollergames (c) 03/1991 Konami.

Game ID : GX999


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the TMNT2 hardware.

$end

$info=rollingc,
$bio

Rolling Crash (c) 10/1979 Nichibutsu.

$end

$info=rthunder,rthundro,
$bio

Rolling Thunder (c) 12/1986 Namco.


Classic horizontal action game with limited bullet and reload weapon door's (copied many times after).

Controlled with a 4-way joystick and two buttons.


- TRIVIA -


This game runs on the Namco System 86 hardware.


A Rolling Thunder unit appears in the 1996 movie 'High School High'.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.


- UPDATES -


NEW VERSION :

* New title screen.

* BGM of area 1, 2, 5, 6, 7, and 10 are changed.

* Different enemy arrangement.

* Addition of a Continue feature.

* Addition of the Extra-life feature.

* 150 time units (180 in the old version).


- TIPS AND TRICKS -


* First of all, something that some people don't know is the fact that you can visit the ammo rooms MORE THAN ONCE! The trick is, after having stocked up on your bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps, then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections'. Once you cross a section boundary, the game forgets everything from the previous section.


* The most impressive glitch in Rolling Thunder, and the one that never ceases to cause people to say : 'What??? How did you DO that???' :

1) In levels 5 and 10, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the right).

2) At this point, jump up onto the platform, then position yourself at the very right edge of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very left edge of the boxes, then jump down. This will put you at the very left edge of the boxes.

3) Then, making sure not to move the joystick to the left, walk towards the right, hit the jump button, and watch yourself get sorta caught between the bottom and top boxes, then jump right again, clearing the top box and landing on the ground. Now comes the neat part. Don't fire at anyone, and don't panic, but simply go to the right and watch yourself WALK THROUGH EVERYBODY! Neat, huh?

4) You can simply walk past everyone until you get to the last guy (the guy in the cloak). Then, if you have properly stocked up on MG bullets earlier on this (or another) level, simply hold down the fire button and watch him collapse an inch in front of your face. One last note about using this is that on level 10, in that last area before the final arena, there's the "stairs-like" hurdles, and on each of these steps, one of those annoying white guys will appear.

5) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.


* This is totally useless, but fun to do anyway : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit...That results in jumping a bit backwards every time. When the force field catches you, you'll do a cool Michael Jackson'esque exit!


- SERIES -


1. Rolling Thunder (1986)

2. Rolling Thunder 2 (1990)

3. Rolling Thunder 3 (1993, Sega Mega Drive)


- STAFF -


Music composed by : Junko Ozawa


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sony PlayStation (1998, "Namco Museum Encore")


* Computers :

Atari ST (1986)

Commodore Amiga (1987)

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)


* Others :

LCD handheld game (1986) released by MGA (Micro Games of America).

$end

$info=rthun2,rthun2j,
$bio

Rolling Thunder 2 (c) 1990 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Rolling Thunder 2 : Namco Game Sound Express Vol.5 - VICL-15005) on 21/06/1991.


- SERIES -


1. Rolling Thunder (1986)

2. Rolling Thunder 2 (1990)

3. Rolling Thunder 3 (1993, Sega Mega Drive)


- STAFF -


Directed by : T. Negoro

Programmed by : K. Nikaido

Designed by : H. Kuwabara

Music composed b :y Ayako Sasou


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=rompers,romperso,
$bio

Rompers (c) 02/1989 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.


- STAFF -


Team chief : Chacha

Superviser : JJ Page

Producer : S. Norimatsu

Programmer : Yukiniko Yagi

Assistant programmer : MinMin Nakayama

Graphic designers : Takky, Y. Shinozaki, Naoko Hanazawa, M. Kimura, J. Anzai

Title designers : A. Usukura, S. Takigami

Character designer : C. Taga

Original sound creators : Yoshie Takayanagi, Yuri, Thunder


- PORTS -


* Consoles :

Sony PlayStation (1998, "Namco Museum Encore")

$end

$info=rongrong,
$bio

Rong Rong - Puzzle Game (c) 1994 Nakanihon.

Game ID : '80'


Solitaire mahjong game with three modes of play.


- STAFF -


Producer : H. Ishikawa

Director : Fuguriro

Game designers : Remember, Ogachin

Main programmer : Iwa

Programmer : Mikichan

Character designers : Fuguriro, Mittu, Manboh, Gewalt, K2, MKZ

Sound creators : Opain, Sentakuya Ken Chan, Louis

Hardware engineer : Mr. Oz

Executive producer : E. Hayakawa

$end

$info=rotaryf,
$bio

Rotary Fighter (c) 19??.


A copy of Space Invaders.

$end

$info=rranger,
$bio

Rough Ranger (c) 11/1988 Sharp Image.


- TRIVIA -


Licensed to SunA for manufacture and distribution.


This was the first openly gay video game to be marketed in the US.


All of the music in this game is famous classical music, such as Ravel's 'Bolero' and Bach's 'Tocatta and Fugue in D-Minor'.

$end

$info=rougien,
$bio

Rougien (c) 1982 Sanritsu.

$end

$info=roundup5,
$bio

Round Up 5 - Super Delta Force (c) 1989 Tatsumi.

$end

$info=roundup,
$bio

Round-Up (c) 11/1981 Amenip / Centuri.


The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.


- TRIVIA -


This game is also known as "Fitter".


This game runs on "The Pit" hardware.

$end

$info=route16,route16a,route16b,
$bio

Route 16 (c) 02/1981 Tehkan / Sun.


- TRIVIA -


Licensed to Centuri for US manufacture and distribution (05/1981).


A bootleg of this game is known as "Route X". Another bootleg was released by Leisure and Allied as "Route 16".


- PORTS -


* Consoles :

Emerson Arcadia

$end

$info=routex,
$bio

Route X (c) 1981.


- TRIVIA -


This game is a bootleg of "Route 16".

$end

$info=royalmah,
$bio

Royal Mahjong (c) 03/1982 Falcon.


A very primitive mahjong game.

Controlled with a mahjong control panel.

$end

$info=rugrats,
$bio

Rug Rats (c) 01/1983 Nichibutsu.


- TRIVIA -


This game was also known some months back as "Wiping" (09/1982).


- UPDATES -


The main differences in this version of the game are :

* Rug Rats is higher scoring than "Wiping" (see below).

* The bonus items remain visible at all times and there are only three to collect instead of four (moneybag, gold bars and ring). This makes the game easier to play, as it is not as difficult to get the crown.

$end

$info=rungun,runguna,rungunu,rungunua,
$bio

Run and Gun - B-Ball Show Time (c) 10/1993 Konami.

Game ID : GX247


- TRIVIA -


This game is known in Japan as "Slam Dunk - B-Ball Show Time".


This game runs on a "Xexex" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994.


- SERIES -


1. Run and Gun - B-Ball Show Time (1993)

2. Run and Gun 2 (1996)


- STAFF -


Prince of art : Champion Lover X

Art director : Strawberry

Takarazuka art : By Acky 2

Technical instructor : Snack Z

Crazy art : Screamin' Neo Monky

Art work : Ricky

Sound producer : M. Izu

Music composer : E.G.A.

Sound programmer : Kingorou

Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy

The sacrifice : Hirotaka

Program and data : Aki. T

Producer and director : Dr. Lee


- PORTS -


* Consoles :

Super Famicom (1995, "NBA Give 'N Go")

$end

$info=rungun2,
$bio

Run and Gun 2 (c) 1996 Konami.

Game ID : GX505


- TRIVIA -


This game runs on the Konami GX hardware.


- SERIES -


1. Run and Gun - B-Ball Show Time (1993)

2. Run and Gun 2 (1996)

$end

$info=rundeep,
$bio

Run Deep (c) 1988 Cream.


- TRIVIA -


This game is known in Japan as "The Deep".

$end

$info=runark,
$bio

Runark (c) 02/1991 Taito.

Game ID : C74


A huge melee battle featuring four forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in US as "Growl".


This game runs on the Taito F2 hardware.


This game was dedicated to the late Mr. Katsujiro Fujimoto.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Promotion object : Hiromitsu Mihara

Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.)

Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato

Hardware : Eikichi Takahashi, Bruiser Kushiro

Trifling work : Insector Fjw

Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, God Mountain Y. Kohyama

Software support : Hideki Hashimoto, Takashi Kitabayashi

Base game plan : Exit Yab

Game direction : Hide Chan

Project management : Hidehiro Fujiwara

$end

$info=runaway,
$bio

Runaway (c) 08/1982 Atari.


- TRIVIA -


This prototype was never released.

$end

$info=rushcrsh,
$bio

Rush & Crash (c) 09/1986 Capcom.


- TRIVIA -


This game is known outside Japan as "The Speed Rumbler".


The main character is Super Joe from "Senjou no Ookami" and "Top Secret".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.


- STAFF -


Programmers : Yukio Arai, Kyoko Tomita

Character designers : Chieko Ryugo, Kimio, Couichi Yotsui

Music : Tamayo Kawamoto, Harumi Ihara

Hardware : Shinji Kuchino, Katuhiko Kamimori

$end

$info=rushatck,
$bio

Rush'n Attack (c) 07/1985 Konami.

Game ID : GX577


In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POW´s. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)


- TRIVIA -


This game is known outside US as "Green Beret".


Rush'n Attack = Russian Attack. One of the Cold War nightmare scenarios, stopping a proposed nuclear attack!


- SERIES -


1. Rush'n Attack (1985)

2. M.I.A. - Missing in Action (1989)


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")


* Computers :

Commodore C64 (1986)

$end

$info=rushhero,
$bio

Rushing Heroes (c) 11/1997 Konami.

Game ID : GX605


Features real-time fully animated CG rendering-large characters and a 3D filed perspective view.


- TRIVIA -


This game runs on the Konami GX hardware.

$end

$info=rygar,rygar2,
$bio

Rygar - Legend Warrior (c) 1986 Tecmo.

Game ID : 6002


You are a barbarian warrior trying to reclaim the land from an evil Dominator and his legions of minions. You fight your way through 27 rounds with a unique weapon which was like a lethal razor sharp disk that he would hurl at enemies!


- TRIVIA -


This game is known in Japan as "Argus no Senshi - Legendary Warrior".


- UPDATES -


The differences between the US (set 1) and US (set 2) are :

* 'Set 2' has a bug in the code which lets p2 start a game when p1 is already playing. You need to set a dipswitch to enable this behaviour (it is usually on by default). If you press '2' while p1 is playing a single player game, 'Set 2' will check that you have 1 or more credit before it registers that you're now in a 2 player game, but it won't deduct the credit. That's a bad bug and probably accounts for why a bugfix version was released.

* In 'Set 2', if p2 starts while p1 is already playing, it says 'playre2' instead of 'player2' at the top right.

* The first screen of 'Set 2' says 'ALL RIGHT RESERVED' - missing an 'S' - that's fixed in 'Set 1'


The differences between the US and Japanese (Argus no Senshi) are :

* The demo sequences are different.

* The Japanese version seems to have more hidden powers, stars and an extra free life.

* The US version is more biased towards stars and explosions.


- TIPS AND TRICKS -


* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Leftdown on the joystick. Do it right and you'll get 10,000 points.

Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds.


* If the 'invincibility' bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) PLUS 170,000 points.


- SERIES -


1. Rygar - Legend Warrior (1986)

2. Rygar (1987, Nintendo NES)

3. Rygar 2 (2002, Sony PlayStation 2)


- PORTS -


* Consoles :

Sega Master System (1988)

Atari Lynx (1990)


* Computers :

Amstrad CPC (1987)

Sinclair ZX Spectrum (1988)

Sharp X68000 (1994, "Video Game Anthology Vol.9")

Commodore C64

$end

$info=ryujin,
$bio

Ryu Jin (c) 1993 Taito.

Game ID : M6100663A


- TRIVIA -


The title of this game translates from Japanese as 'Dragon God'.


This game runs on the Taito B System hardware.


- STAFF -


Programmers : T. Kaki, T. Kim!!, K. Hirano

Graphic designers : K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura

Sound : H. Tsuda, T. Inohaya

$end

$info=ryukyu,
$bio

Ryukyu (c) 1990 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Nine Dragon'.


This game runs on the Sega System 16B hardware.

$end

$info=ryuuha,
$bio

Ryuuha (c) 1987 Central Denshi.

$end

$info=kirarast,
$bio

Ryuusei Janshi Kirara Star (c) 1996 Jaleco.


A mahjong game with a space-anime theme and very extensive animation.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Meteor Mahjong Soldier Glittering Star'.


This game runs on the Jaleco Mega System 32 hardware.

$end

$info=sci,scia,sciu,
$bio

S.C.I. - Special Criminal Investigation (c) 1989 Taito.

Game ID : C09


- TRIVIA -


This game runs on the Taito Z System hardware.


The car that you drive is a Nissan 300ZX T-Top Turbo.


This game was available in at least three different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q"..

* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style.

* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties).

All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal.


- SERIES -


1. Chase H.Q. (1988)

2. S.C.I. - Special Criminal Investigation (1989)

3. Super Chase - Criminal Termination (1992)

4. Ray Tracers (1997)


- STAFF -


Project leader : George Jyuttute

Game designers : Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa

Software : George K-5, yuichi Kikuchi, David Uematsu, Kazunori Sako

Character designers : Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kohzoh Igarashi, Senba Takatsuna, Tetsuya Shinoda, Takayuki Ogawa

Sound created by Team Zuntata.

Hardware : Masahiro Yamaguchi, Yuzuru Yoshimura

Mechanical designers : Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi

Designer : Atsushi Iwaoka


- PORTS -


* Consoles :

NEC PC Engine (1991)

Amstrad GX4000 (1991)

Sega Mega Drive (1992, "Chase H.Q. II")

Sega Master System


* Computers :

Atari ST (1990)

Sinclair ZX Spectrum (1991, "Chase H.Q. II")

Amstrad CPC+ (1991)

Commodore C64 (1991)

Commodore Amiga (1991)

$end

$info=spy,spyu,
$bio

S.P.Y - Special Project Y. (c) 10/1989 Konami.

Game ID : GX857


After using your spy-savvy jetpack to land on the secret island, you must stop the evil mastermind from executing his world-dominating plans!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the "Super Contra" hardware.


The attract mode intro is inpsired from the intros of James Bond movies.

$end

$info=srdmissn,
$bio

S.R.D. Mission (c) 1986 Taito.

Game ID : M6100168A


- TRIVIA -


This game runs on the "Gyrodine" hardware.


A bootleg of this game is known as "F-X".

$end

$info=ssmissin,
$bio

S.S Mission (c) 1992 Comad.


- STAFF -


Graphic designers : T.C Choi, W.H Seo, J.A Park, K.Y Chang

Producer : K.S An

Manager : H.N Yee

Game designer : M.W Kim

Programmers : J.S Na, Y.M Park

Scenario writer : J.V Kim

Sound creator : Y.J Youn

$end

$info=stg,
$bio

S.T.G - Strike Gunner (c) 1991 Athena.


- TRIVIA -


Licensed to Tecmo for manufacture and distribution.


- STAFF -


Written and designed by : Undead Tama

Screen play by : Undead Tama

Sound by : Sho

Produced by : Shin Nakamura

Directed by : Undead Tama


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=stunrun,stunrunj,stunrune,stunrun5,stunrun4,stunrn3e,stunrun3,stunrn2e,stunrun2,stunrun0,stunrunp,
$bio

S.T.U.N. Runner (c) 09/1989 Atari Games.

Game ID : 136070


- TRIVIA -


This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels (all powered by a plethora of processors including one each of TMS34010, ADSP2100, 68010, 6502, and YM-2151 chips).


Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.


- UPDATES -


REVISION 1 :

* Software version : 20.3

* Build date : Sat Sep 9 13 :56 :31 1989


REVISION 2 :

* Software version : 21.1

* Build date : Fri Sep 15 10 :53 :18 1989


REVISION 3 :

* Software version : 22.0

* Build date : Fri Sep 15 15 :51 :12 1989


REVISION 4 :

* Software version : 22.1

* Build date : Mon Sep 18 10 :47 :59 1989


REVISION 5 :

* Software version : 23.0

* Build date : Fri Sep 29 13 :55 :10 1989


REVISION 6 :

* Software version : 24.0

* Build date : Wed Oct 18 09 :50 :21 1989


REVISION 7 :

* Software version : 24.1

* Build date : Wed Oct 18 10 :29 :48 1989


REVISION 8 :

* Software version : 25.0

* Build date : Thu Nov 2 12 :21 :06 1989


REVISION 9 :

* Software version : 26.0

* Build date : Thu Nov 9 14 :07 :19 1989


REVISION 10 :

* Software version : 26.26

* Build date : Mon Dec 18 16 :30 :02 1989


REVISION 11 :

* Software version : 26.34

* Build date : Thu May 22 11 :31 :04 1990


- TIPS AND TRICKS -


* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to level 18!


- STAFF -


Staff : Ed Rotberg, Andrew Burgess


- PORTS -


* Consoles :

Atari Lynx (1991)


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Commodore Amiga (1990)

Atari ST (1990)

Amstrad CPC (1990)

$end

$info=sabotenb,sabotnba,
$bio

Saboten Bombers (c) 1992 NMK.


- TRIVIA -


Licensed to Tecmo for distribution.


The title of this game translates from Japanese as 'Cactus Bombers'.

$end

$info=sadari,
$bio

Sadari (c) 1993 Dooyong.


- TRIVIA -


Licensed to NTC.

$end

$info=safari,
$bio

Safari (c) 06/1977 Gremlin.

Game ID : 57-66


This game was in black and white, not greyscale (like many early games used), but just two colors, black and white. But the characters and animals were large, and very detailed for just using a single color. There were four different animals that you could hunt. Snakes and lions were both rather slow moving, and good for 100 points each. Wild boars would run quickly across the screen, but would net you 200 for a kill. Finally, vultures were small and would move around erratically near the top of the screen (being worth 300 points if you could hit them). Touching any of the beasties meant instant death, but it mattered little, because this game played on time limits anyway. Death only meant that you would lose a few seconds waiting for your intrepid big game hunter to reappear (the game lasted 90 seconds total). 


- TRIVIA -


This 1977 release was a joint venture between Sega and Gremlin. It came in a green dedicated cabinet with sideart of a hunter in a jungle scene. This may have been the first game to utilize twin joysticks. The first was a 4-Way joystick that controlled the movement of your hunter. While the second was a 2-Way joystick with a top mounted fire button. That one was used to aim and shoot. This game uses a cabinet overlay to produce the surrounding effect.

$end

$info=safarir,
$bio

Safari Rally (c) 12/1979 SNK.


At the flick of a switch, a white car approaches. You must avoid it and select the safest course, in a maze. When the first formation of dots is extinguished, 2 opposite cars dash at you from the upper screen. You must avoid them and run over the Lion and Snake in order to score bonus mystery points.. Never be off guard, skid zones are dangerous! When 4 patterns are cleared, 3 cars rush at you!! Only skilled players make it!!


- TRIVIA -


The second SNK game, the first was "Ozma Wars".

$end

$info=saiyugou,saiyugb1,saiyugb2,
$bio

Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou (c) 03/1988 Technos.

Game ID : TA-0023


- TRIVIA -


The title of this game translates from Japanese as 'Revisiting the Record of the Demon's Fall - Flowing Cane Bewitching Skill Chapter'.


This game is known in US as "China Gate".

$end

$info=nspiritj,
$bio

Saigo no Nindou (c) 1988 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Conclusion of Hard Journey'.


This game is known outside Japan as "Ninja Spirit".


This game runs on the Irem M-72 system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989.

$end

$info=stdragon,
$bio

Saint Dragon (c) 03/1989 Jaleco.


- TRIVIA -


Produced by NMK.


This game runs on the Jaleco Mega System 1-A system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Saint Dragon - PCCB-00003) on 21/09/1989.


- STAFF -


Music composed by : Shizuyoshi Okamura (Sizzla), Tecchan


- PORTS -


* Consoles :

NEC PC Engine (1990)


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=salamand,salamanj,
$bio

Salamander (c) 07/1986 Konami.

Game ID : GX587


- TRIVIA -


This game is known in US as "Lifeforce", but it was re-released one year later in Japan as "Lifeforce" (06/1987).


Note : The kanji on the Japanese version title screen actually reads "Sa Ra Man Da", meaning "Sand Gauze Wide Snake". This is an example of "ateji", where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana.


Apolon released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986.

King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992.

Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamnder Arcade Soundtrack - KOLA-030) on 09/04/2003.


- UPDATES -


Salamander, the original japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.


Lifeforce, the US release, is just like the Japanese original only with slighty different color palettes.


Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.


- SERIES -


1. Salamander (1986)

2. Salamander 2 (1996)


- STAFF -


Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa

Video graphics designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando

Sound editors : Yoshiaki Hatano, Miki Higashino

Engineer : Yasushi Furukawa


- PORTS -


* Consoles :

Nintendo Famicom (1987)

NEC PC Engine (1991)

Sony PlayStation (1997)

Sega Saturn (1997, "Salamander Deluxe pack Plus")


* Computers :

Sharp X68000 (1986)

MSX (1987)

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

$end

$info=salmndr2,
$bio

Salamander 2 (c) 1996 Konami.


- TRIVIA -


This game runs on the Konami GX hardware.


Note : The kanji on the title screen actually reads "Sa Ra Man Da", meaning "Sand Gauze Wide Snake". This is an example of "ateji", where Japanese artists use the phonetic value of a character to allow the title to be written with kanji (often choosing those that fit the game; the 4th kanji here means snake).


King Records released a limited-edition soundtrack album for this game (Salamander 2 Orignal Game Soundtrack - KICA-7695) on 05/04/1996.


- SERIES -


1. Salamander (1986)

2. Salamander 2 (1996)


- STAFF -


Producer : Tango

Director : Qchan

Graphic designers : Satoyan, Masato Hijima, Sonshi Sdr, Kaori Nishimura, Yas, Motohisa Ando

Sound designers : You Takamine, Naoki Maeda

Hard designer : V Kobe Yzz

Develop assistant : Takaaki "Q" Kumemura

Product designer : K. Iwashita

Programmers : Qchan, Yamamoso Type2, Takeaki Hasegawa


- PORTS -


* Consoles :

Sony Playstation (1997)

Sega Saturn (1997, "Salamander Deluxe pack Plus")

$end

$info=samesame,samesam2,
$bio

Same! Same! Same! (c) 1989 Toaplan.

Game ID : TP-017


- TRIVIA -


The title of this game translates from Japanese as 'Shark! Shark! Shark!'.


This game is known outside Japan as "Fire Shark!".


- UPDATES -


The Japanese version, Same! Same! Same! is different :

* You can only play one player at a time.

* When you get hit you start over a bit behind where you left off.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- SERIES -


1. Hishou Zame (1987)

2. Same! Same! Same! (1989)


- STAFF -


Music created by : Masanory Yuge

$end

$info=samurai,
$bio

Samurai (c) 02/1980 Sega.

Game ID : 289-302


The rogue samurai challenges all comers!


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


- PORTS -


* Consoles :

Sega Saturn (1997, "Sega Memorial Selection Vol.2")


* Others :

Mobile phones (2003, "Mobile Samurai")

$end

$info=samuraia,
$bio

Samurai Aces (c) 1993 Psikyo.


- TRIVIA -


This game is known in Japan as "Sengoku Ace".


Samurai Aces is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).


Note : There are 22 different endings!


- TIPS AND TRICKS -


*Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- SERIES -


1. Samurai Aces (1993)

2. Tengai (1996)


- STAFF -


Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi

$end

$info=tsamurai,tsamura2,
$bio

Samurai Nihon-ichi (c) 1985 Taito.

Game ID : A35


- TRIVIA -


The title of this game translates from Japanese as 'Japan's No. 1 Samurai'.


This game runs on the "Nunchackan" hardware.

$end

$info=samsho,
$bio

Samurai Shodown (c) 07/1993 SNK.

Game ID : 0045


The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring twelve characters, bonus rounds and one end boss.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The game is known in Japan as "Samurai Spirits".


This game runs on the SNK Neo-Geo MVS hardware.


Samurai Shodown is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".


Samurai Shodown also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.


Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.


Samurai Shodown is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...


Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.


Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.


Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.


Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.


Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.


Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theatre as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.


Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).


Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.


Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.


Nakoruru is a homage to Sailor Moon.


A 'Kuroko' is a traditional Kabuki theatre stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theatre stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.


Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.


- TIPS AND TRICKS -


* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.


* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep! :)


* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an oponnent while unarmed. You must finish the battle with anything except a throw though!


* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.


* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the oponnent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!!!


* Cut-proof Characters? : Sometimes a finishing slash will cut most oponnents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!


- SERIES -


1. Samurai Shodown (1993)

2. Samurai Shodown II (1994)

3. Samurai Shodown III (1995)

4. Samurai Shodown IV - Amakusa's Revenge (1996)

5. Samurai Shodown 64 (1997)

6. Samurai Shodown 64 - Warrior's Rage (1998)

7. Samurai Shodown V (2003)

8. Samurai Shodown V Special (2004)


- STAFF -


Executive producer : Eikichi Kawasaki

Main producer : Rocket Queen

Producers : Bonehead Ken, Satoppe-, Tomi-Yan, Fukui-Tomoaki

Front designers : Voiletche Nakamoto, Miki, Masami-Tanaka, K.Shintani-F91, Go-Go(Davce Bross), Kazu, The.Fool, Ryu!(Dave Bross), Erina.Makino

Back designers : Fukui.Tomoaki, AAA, Oshioki-Keisen, Yasupu-, N.Azumichan, Okap-, Mayu, Erina.Makino

Programmers : Nishidon, K2, Zombi Abe, Cyber.Kondo, Z'N

Music : TATE NORIO, PAPAYA

Submissions : Ryu!(Dave Bross), AAA, Miki, Okap-, The.Fool, Mayu, Erina.Makino


Jubei Yagyu's design : Msami-Tanaka, Miki, Kuma.Bee, Kazu

Earthquake's design : Go-Go(Dave Bross), K.Shintani-F91, Kazu

Hanzo Hattori's design : Violetche Nakamoto, Oshioki.Keisen, K.Shintani-F91, N.Azumichan, The.Fool, Erina.Makino

Ukyo Tachibana's design : Kazu, The.Fool

Wan-fu's design : Go-Go(Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)

Gen-an Shiranui's design : K.Shintani-F91, Oshioki-Keisen, N.Azumichan, Ryu! (Dave Bross), The.Fool

Galford's design : Violetche Nakamoto, Oshioki-Keisen, K.Shintani-F91, N.Azumichan, The.Fool, Erina.Makino

Kyoshiro Senryo's design : Kazu, Erina.Makino

Tam Tam's design : Miki, Masami-Tanaka, Go-Go (Dave Bross)

Haohmaru's design : K.Shintani-F91, Erina.Makino

Nakoruru's design : Violetche Nakamoto, Oshioki-Keisen, The.Fool

Shirou Tokisada's design : Miki

Charlotte's design : Kuwa.Bee

Poppy design : Kuwa.Bee

Mamahaha design : Erina.Makino


* Voice Actors :

Haomaru : Masaki Usui

Jubei Yagyu : Takayuki Sakai

Ukyo Tachibana : Eiji Yano

Hanzo Hattori : Masaki Usui

Wan-Fu : Takayuki Sakai

Gen-an Shiranui : Eiji Yano

Galford : Masaki Usui

Kyoshiro Senryo : Kazuhiro Inage

Tam Tam : Kazuhiro Inage

Nakoruru : Harumi Ikoma

Earthquake : Masaki Usui

Charlotte : Harumi Ikoma

Shiro Tokisada Amakusa : Eiji Yano


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Nintendo Game Boy (1994)

Sega Mega Drive (1994)

Sega Game Gear (1994)

SNK Neo-Geo CD (1994)

Sega Mega CD

3DO

Sony PlayStation ("Samurai Spirits - Kenkaku Yubinan Pack")

FM Town Marty

$end

$info=sams64_2,
$bio

Samurai Shodown 64 - Warrior's Rage (c) 1998 SNK.


- TRIVIA -


This game is known in Japan as "Samurai Spirits - Asura Zanmaden".


This is the fifth game to use the Hyper Neo-Geo 64 hardware system.


- SERIES -


1. Samurai Shodown (1993)

2. Samurai Shodown II (1994)

3. Samurai Shodown III (1995)

4. Samurai Shodown IV - Amakusa's Revenge (1996)

5. Samurai Shodown 64 (1997)

6. Samurai Shodown 64 - Warrior's Rage (1998)

7. Samurai Shodown V (2003)

8. Samurai Shodown V Special (2004)


- PORTS -


* Consoles :

Sony PlayStation (1999)

$end

$info=samsho2,
$bio

Samurai Shodown II (c) 10/1994 SNK.

Game ID : 0063


The second game in this wildly popular series features fifteen weapon-wielding fighters clashing to earn the right to face the extremely difficult end boss.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Shin Samurai Spirits - Haohmaru Jigokuhen" (translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell').


This game runs on the SNK Neo-Geo MVS hardware.


Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work.


Neinhalt Sieger's name translates from German as 'non-stop victory'.


Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck.


Ryuhaku Todo (of AOF) appears in Gen-An's ending.


If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead.


Kuroko's moves are largely borrowed from other characters.


Pony Canyon / Scitron released a limited-edition soundtrack records for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994.


- TIPS AND TRICKS -


* Alternate Costumes Colors : Press D instead of A to choose your character.


- SERIES -


1. Samurai Shodown (1993)

2. Samurai Shodown II (1994)

3. Samurai Shodown III (1995)

4. Samurai Shodown IV - Amakusa's Revenge (1996)

5. Samurai Shodown 64 (1997)

6. Samurai Shodown 64 - Warrior's Rage (1998)

7. Samurai Shodown V (2003)

8. Samurai Shodown V Special (2004)


- STAFF -


* Haohmaru :

Voice : Masaki Usui

Front character : V Shintani, Masami Tanaka, Y. Koyasu

Back character : Yasupuu, Yuhki.N, Chu, Satomi.S

Planner : Tomi.Yan

Program : Abe


* Nakoruru :

Voice : Harumi Ikoma

Front character : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira

Back character : Azumi?, Y. Nishiguchi, Satomi.S

Planner : Tomi.Yan

Program : Oh!Butch


* Hanzo Hattori :

Voice : Toshimitsu Arai

Front character : Makino Sakana, Pon.Yashamaru, Tokimeki Keisen

Back character : Yasupuu, K., Mayu.K, Y. Nishiguchi

Planner : K.Y. Hayate

Program : Abe


* Galford :

Voice : Kazuhiro Inage

Front character : Makino Sakana, Pon. Yashamaru

Poppy : Kuwa.Bee

Back character : Mayu-K, Chu

Planner : Chu

Program : Abe


* Wan-Fu :

Voice : Toshikazu Nishimura

Front character : Babilu,Ryu!, K. Tokimeki Keisen, Y.Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji

Back character : Okadasan

Planner : Yukika

Program : Abe


* Ukyo Tachibana :

Voice : Eiji Yano

Front character : Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Chu

Back character : Yasupuu, Yuhki.N, Satomi.S

Planner : Bad Aplles

Program : Abe


* Kyoshiro Senryo :

Voice : Atsushi Maezuka

Front character : Harleydavidson, Sleeping, Wolf, Kouji.Takaya

Back character : Azumi?, Kouji.Takaya, Chu, E. Ohira

Planner : Yukika

Program : Abe


* Gen-An Shiranui :

Voice : Eiji Yano

Front character : V Shintani, Masami. Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora

Back character : Okadasan, Harleydavidson, Mayu.K, Yuhki.N

Planner : Bad Apples

Program : Oh!Butch


* Earthquake :

Voice : Masaki Usui

Front character : Riding Monkey, K., Chu

Back character : Okadasan, Yoshimitsu

Planner : Yukika

Program : Oh!Butch


* Yubei Yagyu :

Voice : Kiyoshi Kobayashi

Front character : Makino Sakana, Pon. Yashamaru, Tokimeki Keisen, Masami.Tanaka, Y.Koyasu, Rodem.Yam, Yozora

Back character : Azumi?

Planner : K.Y. Hayate

Program : Abe


* Charlotte :

Voice : Harumi Ikoma

Front character : Kuwa.Bee, Yoshi.M.Kaneko

Back character : Mayu.K, Yuhki.N, Y. Nishiguchi

Planner : Bad Apples

Program : Abe


* Genjuro Kibagami :

Voice : Kong Kuwata

Front character : Takachan. O??, Masami.Tanaka, Harleydavidson, Yoshimitsu, Kouji.Takaya, Chu, E. Ohira

Back character : Mayu.K

Planner : Yukika

Program : Oh!Butch


* Cham Cham :

Voice : Reiko Chiba

Front character : V Shintani, Masami-Tanaka, Riding Monkey, Takachan.O??, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S

Back character : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi

Paku Paku voices : Kenji Ikeda

Paku Paku : Kuwa.Bee

Planner : Bad Apples

Program : Abe


* Neinhalt Sieger :

Voice : Kong Kuwata

Front character : Harleydavidson, Sleeping,Wolf, Kouji.Takaya, Yoshimitsu, Yuhki.N

Back character : Yoshimitsu, Chu

Planner : K.Y. Hayate

Program : Oh!Butch


* Nicotine Caffeine :

Voice : Atsushi Maezuka

Front character : Makino Sakana, Pon.Yashamaru, Mayu.K, Y.Koyasu, Yozora, Koba.B

Back character : Yoshimitsu, Tokimeki Keisen

Planner : Tomi.Yan

Program : Oh!Butch


* Rashoujin Mizuki :

Voice : Harumi Ikoma

Front character : Kuwa.Bee, Masami.Tanaka, riding Monkey, Y.Koyasu

Ambrosia : Riding Monkey, K.

Back character : Okadasan, E. Ohira

Planner : Kouji Takaya

Program : Oh!Butch, Abe


* Kuroko :

Voice : Toshikazu Nishimura

Front character : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y.Koyasu

Back character : Yuhki.N, Rodem.Yam, Chu

Planner : Yoshimitsu

Program : Oh!Butch


* Other staff :

Narration : Kiyoshi Kobayashi

Submissions : Babilu,Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora

Fixs : Tokimeki Keisen, Cyber.Kondo, Y. Nishiguchi, Satomi.S

Programmers : Nishidon, Oh!Butch, Abe, Cyber.Kondo

Sound : Tate.Norio, Yamapy

Executive producer : Eikichi Kawasaki

Producer : Bad Apples

Main planner : K.Y. Hayate


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

Sony PlayStation ("Samurai Spirits - Kenkaku Yubinan Pack")


* Computers :

PC [Windows 9x]

$end

$info=samsho3,samsho3a,
$bio

Samurai Shodown III (c) 10/1995 SNK.

Game ID : 0087


Continuing the aesthetic tradition and high quality of the very successful series and featuring twelve selectable characters and an extremely pissed end boss.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Samurai Spirits - Zankurou Musouken" (literally : Samurai Spirits - Zankuro's Matchless Sword) and in Korea as "Fighters Swords".


This game runs on the SNK Neo-Geo MVS hardware.


Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'.


Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin').


Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin').


- TIPS AND TRICKS -


* Play As Zankuro : It is possible to play as Zankuro in Samurai Showdown 3. The catch is that you can ONLY use it for 2P mode (ie. against a human opponent). Here's how you do it. With the cursor on Haohmaru, go straight to the following characters in order : Basara, Kyoshiro, Nakoruru, Haohmaru, Shizumaru, Rimururu, Amakusa, Gaira and Shizumaru. Wait until the timer says '03' on it and then press Start+A+B+C.


- SERIES -


1. Samurai Shodown (1993)

2. Samurai Shodown II (1994)

3. Samurai Shodown III (1995)

4. Samurai Shodown IV - Amakusa's Revenge (1996)

5. Samurai Shodown 64 (1997)

6. Samurai Shodown 64 - Warrior's Rage (1998)

7. Samurai Shodown V (2003)

8. Samurai Shodown V Special (2004)


- STAFF -


Executive producer : Eikichi Kawasaki

Programmers : Abe Jaron, Oh! Butch, Magic2papa

Back team : Azumi, Mayu, Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has

Special effects by 'POW team'.


* Voice Actors :

Haohmaru : Masaki Usui

Nakoruru : Harumi Ikoma

Rimururu : Tomo Sakurai

Hanzo Hattori : Toshimitsu Arai

Galford : Key Inage

Kyoshiro Senryou : Monster Maetsuka

Ukyo Tachibana : Eiji Yano

Genjuro Kibagami : Kong Kuwata

Basara Kubikiri : Masahiro Nonaka

Shizumaru Hisame : Miho Kaneta

Gaira Kafuin : Kouji Suizu

Tokisada Shirou Amakusa : Eiji Yano

Zankuro Minazuki : Hiroyuki Arita


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

Sony PlayStation (1996)

Game Boy ("Nettou Samurai Spirits - Zankuro Musouken")

Sega Saturn

$end

$info=samsho4,
$bio

Samurai Shodown IV - Amakusa's Revenge (c) 10/1996 SNK.

Game ID : 0222


The fourth installment of Japanese swordplay featuring 17 selectable characters and two end bosses.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Samurai Spirits - Amakusa Kourin" (translates from Japanese as 'Samurai Spirits - Amakusa's Descent').


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* I'm Not Afraid Of You! : Think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! :). Note : A few characters are really hampered by the loss of weapon (eg. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo).


* Sepukku (Suicide) : Press Back, then move your joystick a quarter circle from forwards to down and press Start to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!).


* Silly Name Trick : Now this is weird! At the naming screen input 'AAA' as your name to make your character faint!


- SERIES -


1. Samurai Shodown (1993)

2. Samurai Shodown II (1994)

3. Samurai Shodown III (1995)

4. Samurai Shodown IV - Amakusa's Revenge (1996)

5. Samurai Shodown 64 (1997)

6. Samurai Shodown 64 - Warrior's Rage (1998)

7. Samurai Shodown V (2003)

8. Samurai Shodown V Special (2004)


- STAFF -


Executive producer : Eikichi Kawasaki

Producers : Y. Koudou, H. Kawano, Bad Apple

Planners : Head-Ken, Tomi-Yan, Kouji.T, Guro

Support from : Masami Nakaoka, Eiji Shiroi, Y.Kawase, Araiichi, Nao.Q.

Back team : Yasu-Puu, Anta-Baka?, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, Azumi, Chu

Programmers : Kura, Llaoyllakcuf, Dan---ABE

Sound : Yamapy-I, Kitapy, Mitsuo, Sha-V


* Voice Actors :

Tam Tam : Toshikazu Nishimura

Galford : Mantaro Koichi

Hanzo Hattori : Toshimitsu Arai

Jubei Yagyu : Kiyoshi Kobayashi

Sogetsu Kazama : Naoki Oikawa

Kazuki Kazama : Atsushi Yamanishi

Genjuro Kibagami : Kong Kuwata

Haohmaru : Masaki Usui

Charlotte : Harumi Ikoma

Tokisada Shirou Amakusa : Eiji Yano

Kyoshiro Senryou : Monster Maetsuka

Ukyo Tachibana : Eiji Yano

Basara Kubikiri : Masahiro Nonaka

Gaira Kafuin : Takeshi Watanabe

Shizumaru Hisame : Miho Kaneta

Nakoruru : Harumi Ikoma

Rimururu : Megumi Matsumoto


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

Sony PlayStation ("Samurai Spirits - Amakusa Kourin Special")

Sega Saturn

$end

$info=sfrush,
$bio

San Francisco Rush - Extreme Racing (c) 1996 Atari Games.

Game ID : 136109


- TIPS AND TRICKS -


* Demo Race : During the attract mode, press and hold the Music button while the machine is displaying a demo race. The race will continue until you release the button and will be shown from many different camera angles and perspectives that can't be seen at any other time during the game.


* Play Solo : At the 'Select your track' screen, hold the Reverse button while selecting your track to play solo. This blocks others from joining in and also eliminates the 'waiting for others to join' timer.


* Alternate Cars : At the vehicle select screen, hold the Music button and press View 1+Gas.


* Time Trial Mode : At the vehicle select screen, hold the Music button and press View 2+Gas.


* More Force Feedback : At the vehicle select screen, hold the Music button and press View 3.


- SERIES -


1. San Francisco Rush - Extreme Racing (1996)

2. San Francisco Rush 2049 (1999)


- STAFF -


Executive producer : Mark Stephen Pierce

Software : Forrest Miller, Dave Shepperd, Mark van der Pol, Bruce Rogers, Steve Bennetts

Art : Mike Prittie, Gene Higashi, Jef Shears, Kirk Young

Audio : Todd Modjeski, Chuck Peplinski, David Reisner, Farrokh Khodadadi

Hardware : Andrew Dyer, Steve Correll, Paul Shepard, Dennis Nale, Mink Nguyen, Rick Meyette, Jeff Peters, Leon Fritts, Tram Vu

Design services : Pete Takaichi, Mark Gruber, Ralph Perez, Mark Hoendervoogt, Stevie Landaverde


- PORTS -


* Consoles :

Nintendo 64 (1997)

Sony PlayStation (1998)

$end

$info=sfrushrk,
$bio

San Francisco Rush - The Rock (c) 1996 Atari Games.


- SERIES -


1. San Francisco Rush - Extreme Racing (1996)

2. San Francisco Rush - The Rock (1996)

2. San Francisco Rush 2049 (1999)

$end

$info=sandscrp,
$bio

Sand Scorpion - Sasori (c) 1992 Face.


- TRIVIA -


'Sasori' is Japanese for...you guessed it...'Scorpion'!


- STAFF -


Game designer : Ghost

Programmers : Nak, Maruyaman

Graphic designers : N-Phantom, Satoshi.N, Higeta-K, F.Dij!, Nob

$end

$info=sandor,
$bio

Sando-R - Puzzle & Action (c) 1997 Sega.


A game that includes puzzle, quiz and action games within.


- TRIVIA -


The title of this game translates from Japanese as 'Puzzle & Action - R for the third time'. 'Sando-R' is a pun of the game's name.


This game is known outside Japan as "Treasure Hunt - Puzzle & Action".


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Tant-R - Puzzle & Action (1992)

2. Ichidant-R - Puzzle & Action (1994)

3. Sando-R - Puzzle & Action (1997)

$end

$info=wofa,
$bio

Sangokushi II (c) 10/1992 Capcom.


Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! Based on the Three Kingdoms saga.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Three Countries' Intentions II'.


This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and outside Japan as "Warriors of Fate".


This game runs on the Capcom Play System hardware (CPS).


The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.


- SERIES -


1. Tenchi wo Kurau (1989)

2. Sangokushi II (1992)


- STAFF -


Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz

Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko designer : Akiman

Sound : T. Yomage, Toshi Bull, Oyabun, Inu


- PORTS -


* Consoles :

FM Towns Marty (ported by Koei)

$end

$info=3kokushi,
$bio

Sankokushi (c) 1996 Mitchell.


Solitaire mahjong game.


- TRIVIA -


The title of this game translates from Japanese as 'Three Engraved Intentions'.

$end

$info=ssanchan,
$bio

Sanrin San-Chan - Tricycle-San (c) 1984 Sega.

Game ID : 834-5583


- TRIVIA -


The title of this game translates from Japanese as 'Three Wheel San-chan - Tricycle Girl'.


This game is known outside Japan as "Spatter".


This game runs on the Sega System 1 hardware.


- STAFF -


From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR)

$end

$info=searchar,sercharu,
$bio

SAR - Search and Rescue (c) 1989 SNK.

Game ID : A8007 'BH'


- STAFF -


Producer : Yanbaru

Graphic designers : Sick Of, U-Rakuchou, Chagera No2, Marochie, Tulip Nao

Music composer : Hinjakun

Boss : Eikichi Kawasaki

Programmers : Takoguti Kamen 001, Cock-A-Doodle-Doo

Hardware engineer : Crasher H.T.

$end

$info=sarge,
$bio

Sarge (c) 10/1985 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


- STAFF -


Software : Jeff Nauman

Artists : Brian Colin, Sharon Perry

Sounds : Bob Libbe, Neil Falconer

Hardware : Cary Mednick, Steve Ackerman

Mechanical : John Kubik

Added support : Jim Belt

$end

$info=sarukani,
$bio

Saru Kani Hamu Zou - Taisen Block Kuzushi (c) 1997 Kaneko / Mediaworks.


Breakout featuring a jumping character and hilarious graphics.

Controlled with a 2-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Monkey Crab Ham Elephant - Block Kuzushi Competition'. 'Block Kuzushi' is the Japanese name for "Breakout". 'Kuzushi' is something like 'off balance'.


This game is known in Asia as "VS Block Breaker".


This game runs on the Kaneko Super Nova System hardware.

$end

$info=sasuke,
$bio

Sasuke vs. Commander (c) 10/1980 SNK.


- TRIVIA -


The third game manufactured by SNK was their first colored game.

$end

$info=satansat,
$bio

Satan of Saturn (c) 03/1981 SNK.


- TRIVIA -


This game is known under Taito license as "Zarzon".

$end

$info=shollow,shollow2,
$bio

Satan's Hollow (c) 1981 Bally Midway.


Destroy the swarming gargoyles and win bridge pieces one-by-one. Build the bridge and cross into the valley to battle Satan himself. Take aim using a control grip with fire trigger. Use the protective shield to defend and destroy all enemies! Complete the final conflict and add barrels to your ship for additional fire power.


- TRIVIA -


Designed and programmed by Arcade Engineering, who designed a slew of games for Midway before being bought out by them in 1985.


This game runs on the Bally Midway MCR 2 hardware.


Some wiring harnesses are labeled 'Satan's Master' and others have 'Satan's Power' on the tag. These may have been pre-production titles for the game.


It seems like this game has copied its ideas from many other places. Check it out :

* Enemies going down and attacking your stock is similar to the ducks from "Carnival".

* The elaborate, mostly static background reminds of "Pleiads".

* The shield idea is used similarly to the shield in "Phoenix" (though you couldn't move when using it then, and it took longer to recharge).

* The diving enemy concept was used first in "Galaxian".

* The shot-increasing power-up concept originated in "Galaga".


This game had a dedicated cabinet that was just plain evil. It is red with realistic demons on both the sideart and the marquee. Flames and a blacklight on the control panel area add to the cool factor. In fact, this machine is up there with "Tron" in the ranking for coolest looking game around. The game was controlled by means of a two way trigger stick that was red and sort of translucent. This is the same basic stick that was used for "Tron", it is just colored differently. No one makes this exact stick anymore, but any trigger stick would make a fine replacement.


The cocktail version came in the standard Midway cocktail table (the same one as "Galaga" and "Pac-Man"). It used standard joysticks with separate fire buttons, which had to be used with your right hand rather than your left, because of where they put the button.


A Satan's Hollow unit appears in the 1983 movie 'Joysticks'.


- STAFF -


Staff : Jeff Nauman, Brian Colin


- PORTS -


* Consoles :

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Commodore C64 (1984)

$end

$info=slammast,slammasu,
$bio

Saturday Night Slam Masters (c) 07/1993 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is also known as "Muscle Bomber Duo".


This game runs on the Capcom Play System hardware (CPS).


Mike Haggar from "Final Fight" appears on this game as selectable character.


Pony Canyon / Scitron released a limited-edition soundtrack album fro this game (Muscle Bomber - PCCB-00136) on 17/09/1993.


- SERIES -


1. Saturday Night Slam Masters (1993)

2. Muscle Bomber Duo - Ultimate Team Battle (1993)

3. Ring of Destruction : Slammasters II (1994)


- STAFF -


Planners : Tomy, Saddy, Koguma

Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon

Scroll designers : Buppo, Okachan, Taka

Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono

Sound designers : T. Yomage, Toshi, Syun Nishigaki (SYUN), Kiyo, Nobu

Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

$end

$info=saturn,
$bio

Saturn (c) 1983 Zilec.


- TRIVIA -


Licensed to Jaleco for manufacture and distribution.


- STAFF -


Staff : Christopher Stamper, John Lathbury, Timothy Stamper

$end

$info=sauro,
$bio

Sauro (c) 1987 Tecfri.

$end

$info=savgbees,
$bio

Savage Bees (c) 02/1985 Capcom.


- TRIVIA -


Licensed to Memetron.


This game is also known as "Exed Exes".


- TIPS AND TRICKS -


*  If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points.


* Watch out for WOPs, which are POWs in reverse. They reduce your power level.


* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form.


- STAFF -


Music by : Tamayo Kawamoto

$end

$info=savagere,
$bio

Savage Reign (c) 04/1995 SNK.

Game ID : 0059


Ten fighters, each brandishing a weapon, fight to have a crack at the Real King Lion. There are two planes of action to switch from and in some cases the player can use elements of the background as weapons.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Fu'un Mokushiroku - Kakutou Sousei" (translates from Japanese as 'Wind and Cloud Apocalypse - Hand-to-Hand Fighting Genesis'). 'Mokushiroku' is Japanese for the Christian book of Revelation, also known as the Apocalypse. 'Sousei' is Japanese for 'creation of the world', or 'genesis'. 'Sousei' and 'Mokushiroku' are diametrically opposed, just like 'Genesis' and 'Apocalypse' - and used here as a metaphor for the conflict between Syo Hayate and Shishi-Oh (King Lion).


This game runs on the SNK Neo-Geo MVS hardware.


'Fu'un' in the Savage Reign series actually refers to the fighting style of the main character, Syo Hayate.


- UPDATES -


In the Japanese version :

* King Lion is named Kage Shishioh.

* King Leo is named Shin Shishioh.


- SERIES -


1. Savage Reign (1995)

2. Kizuna Encounter - Super Tag Battle (1996)


- STAFF -


Executive producer : Eikichi Kawasaki

Producers : Takashi Nishiyama, R. Field

Front designers : Sezamimi, Health Abe, Sugar Baby.R, Kanitaro, Masa.LC 630, M. Kawai (Osu!), Futatsu!!!, Exe. Ponda, K -Oda- Kirigiri, Fuku. Fuku, Shio Shio Shio, Okiemon, Toshiaki Joe, Morimori, Mikarin, Toooooooooohru, Mr. 6?Adachi, Marche-Kaji, 460. Ito, Aho Kamen, Nobuhiro. J

Back designers : Mic Senbey, Manoru, J. Mikami, Hipopo. Nao, Econo Daisuke, Ten Chan (260), Wadamomo Kagu, Miyoshi Yome, S Tami

Programmers : Magi2 Papa, Jaron, M.O.R. Jax Y. O

Sound : Jojouha Kitapy, Mariko, Yassun

Planners : Hamachi Papa, Mitsuzo, Uenoyama. Sys


* Voice Actors :

Syo Hayate : Konichi Hayashi

Gozu : Konichi Hayashi

Carol Stanzack : Kana Ohshima

Mezu : Konichi Hayashi

Max Eagle : Kunihiko Tatsumi

Nicola Zaza : Kana Ohshima

Chung Paifu : Humio Niwa

King Lion (Shishioh in Japanese version) : Masaru Naka

Gordon Bowman : Hisanori Higashi

Joker : Takeshi Kokubo


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=scandal,scandalm,
$bio

Scandal Mahjong (c) 02/1989 Nichibutsu.


Scandalous mahjong with scandalous girls.

Controlled with a mahjong control panel.

$end

$info=schmeisr,
$bio

Schmeiser Robo (c) 1993 Hot-B.

$end

$info=scion,scionc,
$bio

Scion (c) 1984 Seibu Denshi.


- TRIVIA -


Also licensed to Cinematronics (09/1984).


- PORTS -


* Computers :

MSX (1985)

$end

$info=scotrsht,
$bio

Scooter Shooter (c) 1985 Konami.

$end

$info=scorpnmc,
$bio

Scorpion (c) 1982 Zaccaria.


- TRIVIA -


This game is a bootleg on "Moon Cresta" Hardware.

$end

$info=scramble,scrambls,scramblb,
$bio

Scramble (c) 02/1981 Konami.

Game ID : GX387


In Scramble you are in control of a spaceship, and you have to fight your way through 6 different levels. Touching anything is deadly. But luckily you are armed with both a blaster and an unlimited amount of bombs that you can drop two at a time. The blaster is used for enemies that are in the air, while the bombs fall down to attack ground targets. Speaking of ground targets, your ship has a fuel gauge that constantly decreases, and the only way to fill it back up is by bombing fuel tanks that are located throughout the levels. The first time through the game you can miss half of them easily, but your fuel use ramps up each time you go through the game, until it becomes impossible to finish a level.


- TRIVIA -


Licensed to Stern for US manufacture and distribution (05/1981).


Called the poor man's "Defender", this was one of the first multi-level space shooters, if not the first. It's also the first shooting game to have a fuel system. Scramble was a pretty popular game back in its day. This game was the first title to use the 'Scramble Hardware' that was later used for "Super Cobra", "Lost Tomb", "The End", and several other titles. One big mistake that Konami made with this one is that it had absolutely no kind of copy protection, which means it could run on just about anything that used a Z80 processor, which was almost everything available at the time. So needless to say, there were a lot of bootleg copies of Scramble floating around.


Two bootlegs of this game are known as "Explorer" and "Strafe Bomb".


The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was laid back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were a few cocktail units made as well. They were pretty generic looking, and there really isn't much to say about them.


A Scramble unit appears in the 1983 movie 'Joysticks'.


- SERIES -


1. Scramble (1981)

2. Super Cobra (1981)


- PORTS -


* Consoles :

GCE Vectrex (1982)

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")


* Computers :

Tandy (1983, "Skramble")

Commodore C64 (1983, "Skramble")

$end

$info=sspirits,
$bio

Scramble Spirit (c) 1988 Sega.


- TRIVIA -


This game runs on the Sega System-24 hardware.


- STAFF -


Director : Hoko Chan

Video Graphics : Ojisama, Panda, Nosa

Programmer : Night Emperor, Mam, Issei Kun

Sound design : Professor Tohru, Yatchan


- PORTS -


* Computers :

Amstrad CPC (1990)

$end

$info=scregg,
$bio

Scrambled Egg (c) 1983 Technos.

Game ID : TA-0001


- TRIVIA -


Scrambled Egg is the first Technos game.


- SERIES -


1. Scrambled Egg (1983)

2. Eggs (1983)

$end

$info=screwloo,
$bio

Screw Loose (c) 1983 Mylstar Electronics.

Game ID : GV-123


- TRIVIA -


Screw Loose is an unreleased prototype and was Tim Skelly's last game for Mylstar. Only 3 units were produced.


- STAFF -


Designed and programmed by : Tim Skelly

Sound by : Craig Beierwaltes

$end

$info=scudhamm,
$bio

Scud Hammer (c) 1994 Jaleco.


An absolutely insane paper-rock-scissors game where the winner gets to beat the living crap out of the opponent.


- TRIVIA -


Japanese children play a version of paper-rock-scissors called 'jan ken pon'. 'jan, ken, pon' is chanted and the hands are thrown as tradition dictates. If there is a tie, a second round begins to the chant of 'aiko denshou' and the hands are thrown again. Traditionally, the loser of jan ken pon gets hit on the head with a fan, but in the case of Scud Hammer the fan has been replaced by a hammer and the object is to knock your opponent out with it.

$end

$info=neobattl,
$bio

SD Gundam Neo Battling (c) 1992 Banpresto.

Game ID : BP923


- TRIVIA -


SD stands from 'Super Deformed'.

$end

$info=sdgndmrb,
$bio

SD Gundam Sangokushi Rainbow Tairiku Senki (c) 1993 Banpresto.


- TRIVIA -


The title of this game translates from Japanese as 'SD Gundam Three Kingdoms Rainbow Continent War History'. SD stands from 'Super Deformed'.

$end

$info=sdi,sdioj,
$bio

SDI - Strategic Defense Initiative (c) 1987 Sega.


A strategic challenge in the science of offensive & defensive warfare.


- TRIVIA -


This game runs on both Sega System 16A and 16B hardware.


Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.


- STAFF -


Planed by : Black Holl Tomo

Project leader : Joe Kacchan

Programmers : Sweet Tohchan, Anatano Pideshi, Ippo Ogapi, Defended Your State

Character designers : Saitama Kenji, 8940 KON

Scene designer : Henchan

Music by : Katsuhiro Hayashi (Funky Gerogero)

Mechanical engineer : MI.U.I.Hachi

Enemy creation : Demon Taka

Data adjust : Nanno Icchan


- PORTS -


* Consoles :

Sega Master System (1987)


* Computers :

Commodore Amiga (1987)

Amstrad CPC (1988)

Sinclair ZX Spectrum (1989)


* Others :

Mobile phones ("Mobile SDI", 2002)

$end

$info=seabass,
$bio

Sea Bass Fishing (c) 1998 Able.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).

$end

$info=sfposeid,
$bio

Sea Fighter Poseidon (c) 1984 Taito.

Game ID : A14


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=seawolf,
$bio

Sea Wolf (c) 03/1976 Midway.

Game ID : 596


The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoinding the mines that float at different levels of the water). Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).


- TRIVIA -


This is one of the all time greats. The whole game is played through a big periscope. This particular game is based on a much earlier electromechanical game from Sega (called "Periscope"), which was the first game ever to require 25 cents per play (a price the industry has been trying to raise for years now, an effort which has only been partially successful, despite over a decade of games requiring 50 cents or more. People just still expect for games to cost a quarter).


10,000 units were made. Sea Wolf has one of the all time great cabinets. It is in an upright format and is totally covered in painted sideart (submarine scenes done in white and three shades of blue). The marquee bulges out in front and has a large periscope which comes down from it. The player looks through the periscope and moves it to control the game. It has a fire button mounted on on one of the handles. The periscope has several transparencies inside which provide a cross hair, a display of remaining torpedoes, and a reload light. The monitor is mounted deep inside the machine and is displayed on a mirror. It is also covered with a blue overlay to give the game a bit of color. The monitor bezel area is covered in mock submarine gauges, but you can't even see them when playing, because you have to look through the periscope.


The game is run by an Intel 8080 processor, and tends to be problematic because of heat issues. The main side effect of this is that socketed chips will work their way loose due to heat expansion, causing all sorts of minor problems. This can be fixed by reseating the chips on the PCB.


- SERIES -


1. Sea Wolf (1976)

2. Sea Wolf II (1978)


- STAFF -


Designed and programmed by : Tom McHugh, Dave Nutting


- PORTS -


* Consoles :

Bally Astrocade


* Computers :

Commodore C64 (1982)

$end

$info=seawolf2,
$bio

Sea Wolf II (c) 06/1978 Midway.


The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).


- TRIVIA -


Sea Wolf II is the first-ever sequel! It was basically the exact same game as its predecessor with a few cosmetic improvements.


Still, at least one of the cosmetic tweaks in "Sea Wolf"'s case was a ground-breaker in its own right - though there's some argument over the fact, Sea Wolf II is generally thought to have been the first coin-op to use genuine colour (i.e. not just sticking some bits of red and yellow cellophane over a black-and-white screen). Colour was the breakthrough that started to lure people other than pasty computer geeks into arcades to see what all the fuss was about (and ruin it for all the pasty computer geeks at the same time), and as such Sea Wolf II probably represents the very first 'modern' video game.


This game has one cool looking cabinet. It is in an upright format and is dark blue. The sideart is painted on, but is much more subdued than the art on the original "Sea Wolf". Two metal periscopes come down from the marquee area and attach down by the control panel area (or where the control panel would have been, if this game had one). The players look through their periscopes and move them to control the game. They have a fire button mounted on their right handle. The periscopes also have several transparencies inside which provide a cross hair, a display of remaining torpedoes, a reload light, and cause the explosion effect. 


The games hardware and software are of a unique design, and are not based on the original "Sea Wolf" hardware at all.


- SERIES -


1. Sea Wolf (1976)

2. Sea Wolf II (1978)


- STAFF -


Designed and programmed by : Tom McHugh, Dave Nutting


- PORTS -


* Computers :

Atari 800 (1983)

Commodore C64

$end

$info=secolove,
$bio

Second Love (c) 12/1986 Nichibutsu.


Mahjong, like love, is better the second time around.

Controlled with a mahjong control panel.

$end

$info=secretag,secretab,
$bio

Secret Agent (c) 1989 Data East.


- TRIVIA -


This game is known in US as "Sly Spy".


In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov.


- STAFF -


Game planner : Makoto Kikuchi

Programmers : Hinsyuku Man, Tac.H, Umanosuke

Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior

Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)

Hardwares : K. Takayama, P! Fujimoto, Osapan


- PORTS -


* Computers :

Atari ST (1989)

$end

$info=sectionz,sctionza,
$bio

Section Z (c) 12/1985 Capcom.


- TRIVIA -


The first of Capcom's 'Jet-Pack Hero' shooters!  Your hero is called "Captain Commando" :)


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- SERIES -


1. Section Z (1985)

2. Side Arms - Hyper Dyne (1986)


- STAFF -


Programmed by : Toshio Arima

Music by : Tamayo Kawamoto


- PORTS -


* Consoles :

Nintendo Famicom (1987)

$end

$info=sectrzon,
$bio

Sector Zone (c) 07/1984 Nichibutsu.


- TRIVIA -


This game is also known as "Seicross".

$end

$info=mp_gaxe2,
$bio

Golden Axe II (c) 1993 Sega.


- TRIVIA -


This is a slightly harder version of the Sega Mega Drive version and is released around two years after the original :

* Two lives instead of three.

* Two units of health instead of three.

* In the Megadrive version, you have to hold the A button to use more powerful magic. In this version, when you tap the A button, you automatically use the strongest magic available.

* Eight minute time limit added.


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)

$end

$info=mp_sonic,
$bio

Sonic The Hedgehog (c) 1993 Sega.


- TRIVIA -


Released two years after the original, this Mega Play version can be considered as a reduced version :

* Stages : Green hill -> Spring year -> Starlight -> Scrap brain (1,2) -> Final zone.

* You have a limited amount of time per level (usually pretty tight, 1 minute is the easy setting for the first level, 35 seconds seems to be the hardest).

* Extra life boxes do nothing.

* Jumping into the special stage ring does nothing (no special stages).

* When you finish it sonic seems to have the 'you didn't get any emeralds' look despite there being no emeralds due to the lack of special stages.

$end

$info=mp_twc,
$bio

Tecmo World Cup (c) 1993 Sega.

$end

$info=mt_aftrb,
$bio

After Burner (c) 1989 Sega.

Game ID : Mega-Tech No. 10


- SERIES -


1. After Burner (1987)

2. After Burner II (1987)

3. After Burner III (1992, Sega Mega CD)

$end

$info=mt_beast,
$bio

Altered Beast (c) 11/1988 Sega.

Game ID : Mega-Tech No. 01


Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans!


- TRIVIA -


This represents the Sega Mega Drive port of the arcade version. Altered Beast was the first game that was offered by Sega as a bundle with its 16-bit console.


- TIPS AND TRICKS -


* Beast Select : At the title screen, hold A+B+C+Downleft and then press Start. A menu that allows selection of the beast for each round should appear.


* Level / Beast Select : On the main title screen, press B+Start to access the Hidden options screen. From here, you can select the difficulty, which level you wish to start at and what kind of beast to play as.


* Sound Test : At the title screen, hold A+C+Upright and then press Start.


* Continue : When you run out of lives and the game ends, wait for the title screen to appear. Hold A and press Select to continue from the stage at where you died.

$end

$info=mt_tgolf,
$bio

Arnold Palmer Tournament Golf (c) 1989 Sega.

Game ID : Mega-Tech No. 31

$end

$info=mt_astro,
$bio

Astro Warrior (c) 1989 Sega.

Game ID : Mega-Tech No. 13

$end

$info=mt_bbros,
$bio

Bonanza Bros. (c) 05/1991 Sega.

Game ID : Mega-Tech No. 49

$end

$info=mt_cols,
$bio

Columns (c) 1989 Sega.

Game ID : Mega-Tech No. 36

$end

$info=mt_crack,
$bio

Crackdown (c) 1989 Sega.

Game ID : Mega-Tech No. 41

$end

$info=mt_eswat,
$bio

Cyber Police E-Swat - Enhanced Special Weapons and Tactics (c) 07/1990 Sega.

Game ID : Mega-Tech No. 38


A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-swat agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat!


- TIPS AND TRICKS -


* Level Select : Start a game, the Hero and Mission screen appears. Now hold A+B+C and press Left, Right, Up, Down. You are now able to select the level by pressing Left/Right.


* Sound Test : To enable the sound test, first beat the game. Then during the ending sequence, press and hold buttons A+B+C+Downleft. Keep holding these and press Start until the sound test screen appears.


- STAFF -


Game designed by : Tinon

Programmed by : Momonga Momo, Little Sun

Designers : Nandemo, Macco Chan, Seishi Atsumiya, Mikarin

Music by : Dolphin, Middle Village

Sound coordinator : Bo

Original concept by : Saki

$end

$info=mt_fshrk,
$bio

Fire Shark (c) 1989 Sega.

Game ID : Mega-Tech No. 53

$end

$info=mt_gng,
$bio

Ghouls'n Ghosts (c) 08/1989 Capcom / Sega.

Game ID : Mega-Tech No. 23


So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies...

Controlled with an 8-way joystick and two buttons.


- TIPS AND TRICKS -


* Invincibility : At the title screen, press A(x4), Up(x2), Down(x2), Left, Right, Left, Right, B and Start.


* Japanese Mode : Enter the Options menu. Choose '26' for the music and '56' for sound selections, then hold Downleft+A+B+C+Start.


* Slow-Mo Cheat : At the title screen press Up, A, Down, A, Left, A, Right, A. Begin the game, press Start to pause and hold B and unpause to resume gameplay in Slow-Motion.


* Stage Select : Press Up, Down, Left, Right repeatedly at the title screen. You'll hear a harp if you did it right and the words 'Push Start Button' are flashing. To choose your stage, you must hold specific buttons down when you press START at this menu as follows :

Stage 1-2 - Hold A and press Start.

Stage 2-1 - Hold Up+B and press Start.

Stage 2-2 - Hold Up+A and press Start.

Stage 3-1 - Hold Down+B and press Start.

Stage 3-2 - Hold Down+A and press Start.

Stage 4-1 - Hold Left+B and press Start.

Stage 4-2 - Hold Left+A and press Start.

Stage 5-1 - Hold Right+B and press Start.

Stage 5-2 - Hold Right+A and press Start.

Final boss - Hold Downright+A and press Start.


- SERIES -


1. Ghosts'n Goblins (1985)

2. Ghouls'n Ghost (1988)

3. Super Ghouls'n Ghost (1993, Nintendo Super Famicom)

$end

$info=mt_gaxe,
$bio

Golden Axe (c) 12/1989 Sega.

Game ID : Mega-Tech No. 25


- TIPS AND TRICKS -


* Level Select : Select arcade mode. Hold Downleft+B and press Start at the character selection screen. A number that corresponds to the starting level will appear in the upper left corner of the screen. Use the D-pad to change it to the level you want.


* 9 Continues : At the character select screen, hold Downleft+A+C. Release and press Start.


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)


- STAFF -


Software designers : Takosuke, Moto Cbx1000, Ham Tak, Waka

Visual effects : Kyonsy Kyonsy, Cane, Chisuke, Roco

Sound : Nankyoku, Decky, Imocky

Assistant programmers : S2, Yang Watt, Vinyl Boy

Producer : Kan

Director : Bros 400

Assistant director : Opa-Opa

English messages : Niya, Tsugu

$end

$info=mt_gaxe2,
$bio

Golden Axe II (c) 12/1991 Sega.

Game ID : Mega-Tech No. 57


- TIPS AND TRICKS -


* Level Select : While the opening screen scrolls, simultaneously hold A+B+C+Start.

Still holding A, release B+C and press them again.

This will bring you to the options screen.

Still holding A, release B+C, select 'exit' and press B+C once more.

You'll be back at the main menu.

Still holding A, release B+C and hit them again to choose the number of players.

Keep all the buttons down and press Start.

Release only Start, select your character, then still holding down A+B+C, press Up and hit Start.

You can now select the level you want to play.


* Full Magic : Go to the options screen and select the 'Special Magic' option.

Begin game play and Hold A when the music for the Bosses on levels 1 to 4 begins to play.

Defeat the Boss while holding A.

Release the button when the screen turns black and your character is transported to the bonus level.

Do not press any buttons or move the D-pad.

When the next level begins, player one will cast a spell that will increase the magic points to 255 (Note : Do not use more magic points that what your character normally is allowed to use.Doing so will freeze the game).


- SERIES -


1. Golden Axe (1989)

2. Golden Axe Warrior (1990, Sega Master System)

3. Golden Axe II (1991, Sega Mega Drive)

4. Golden Axe - The Revenge of Death Adder (1992)

5. Golden Axe III (1993, Sega Mega Drive)

6. Golden Axe - The Duel (1994)

$end

$info=mt_ggolf,
$bio

Great Golf (c) 1989 Sega.

Game ID : Mega-Tech No. 05

$end

$info=mt_gsocr,
$bio

Great Soccer (c) 1989 Sega.

Game ID : Mega-Tech No. 06

$end

$info=mt_stf,
$bio

Joe Montana II - Sports Talk Football (c) 1991 Sega.

Game ID : Mega-Tech No. 58

$end

$info=mt_kcham,
$bio

Kid Chameleon (c) 05/1992 Sega.

Game ID : Mega-Tech No. 60


- TRIVIA -


You can get a powerup that would turn Kid Chameleon into Rick from "Splatterhouse".


- TIPS AND TRICKS -


* 5000 Bonus Points : Complete any level without collecting any special items to get 5000 bonus points.

$end

$info=mt_lastb,
$bio

Last Battle - Legend of the Final Hero (c) 1989 Sega.

Game ID : Mega-Tech No. 20


- TRIVIA -


This game is known in Japan as "Shin Seikimatsu Kyuuseishu Densetsu - Hokuto no Ken" (translates from Japanese as 'New End of the Century Savior Legend - Fist of the Big Dipper').


This game is based on the manga 'Hokuto no Ken' by Buronson and Tetsuo Hara. 'Hokuto' is the Japanese word for the constellation known in the west as 'The Big Dipper'. This is why the main character, Kenshirou, has seven scars in the shape of the big dipper on his chest, not just one scar representing the north star.


- UPDATES -


Changes from Japanese version :

* Blood removed, Enemies now just fly off screen instead of exploding.

* All characters are recolored.

* Characters were all given stupid names. Kenshirou became Aarzak, Bat became Max, Lin became Alyssa, etc.

* Chapter titles removed.


- TIPS AND TRICKS -


* Continue : When you lose your last life and the word 'Legend of the Final Hero' appear, hold A+B+C and then press Start to continue on the stage that you died on.


- SERIES -


1. Hokuto no Ken (NEC PC-8801 computer)

2. Hokuto no Ken (Sega Mark III) (bastardized version, "Black Belt", released outside Japan in 1986 for Sega Master System)

3. Shin Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sega Mega Drive) (bastardized version, "Last Battle - Legend of the Final Hero", released for Sega Genesis in 1989)

4. Hokuto no Ken (1986, Nintendo Famicom)

5. Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken 2 (1987, Nintendo Famicom) (Released in USA as "Fist of the North Star" for NES)

6. Shin Seiki Souzou - Seiken Retsuden : Hokuto no Ken 3 (1989, Nintendo Famicom)

7. Hokuto no Ken : Seizetsu Juuban Shoubu (Gameboy, 1989) (Released in USA as "Fist of the North Star : 10 Big Brawls for the King of the Universe" in 1990)

8. Hokuto no Ken 4 : Shichisei Haken Den - Hokuto Shinken no Kanata he (1991, Nintendo Famicom)

9. Hokuto no Ken 5 : Tenma Ryuusei Den - Ai * Zetsushou (1992, Super Famicom)

10. Hokuto no Ken 6 : Gekitou Denshou Ken * Haou he no Michi (Super Famicom, 1992)

11. Hokuto no Ken 7 : Seiken Retsuden - Denshousha he no Michi (Super Famicom, 1993)

12. Hokuto no Ken (Sega Saturn 1995, Sony Playstation 1996) Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sony Playstation, 2000)

13. Typing Ougi Hokuto no Ken Gekiuchi (Windows / Mac, 1999)

14. Typing Ougi Hokuto no Ken Gekiuchi SE (Windows / Mac, 1999)

15. Typing Haou Hokuto no Ken Gekiuchi 2 (Windows / Mac, 2000)

16. Punch Mania : Hokuto no Ken (2000)

17. Punch Mania : Hokuto no Ken 2 - Gekitou  Shura no Kuni Hen (2000)

18. Hokuto no Ken Gekiuchi Zero (Windows / Mac, 2001)

19. Hokuto no Ken Gekiuchi 3 (Windows / Mac, 2003)

20. Taisen Kakutou Puzzle Game: Hokuto de BON!! (Windows 95/98, 2000) (unlicenced use of Hokuto no Ken characters)

21. Sega Ages 2500 Series : Hokuto no Ken (Playstation 2, 2003)

$end

$info=mt_mwalk,
$bio

Moonwalker (c) 04/1990 Sega.

Game ID : Mega-Tech No. 40


- TIPS AND TRICKS -


* 15 Lives : At the starting screen, press Up(x2) Down, Left, Right, A(x2), C.


* Level Select : Hold Upleft+A on player 2 side. Press Start at the title screen on player 1 side to start a one player game. The phrase 'round one' will appear on the screen. Press Left or Right to change rounds and then press Start to play.

$end

$info=mt_mystd,
$bio

Mystic Defender (c) 1989 Sega.

Game ID : Mega-Tech No. 27

$end

$info=mt_parlg,
$bio

Parlour Games (c) 1989 Sega.

Game ID : Mega-Tech No. 29

$end

$info=mt_shnbi,
$bio

Shinobi (c) 1989 Sega.

Game ID : Mega-Tech No. 08


- TRIVIA -


Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight.


- SERIES -


1. Shinobi (1987)

2. Shadow Dancer - Kage no Mai (1989)

3. The Revenge of Shinobi (1989, Sega Mega Drive)

4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)

5. GC Shinobi (1991, Sega Game Gear)

6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)

7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive)

$end

$info=mt_sonic,mt_sonia,
$bio

Sonic The Hedgehog (c) 1991 Sega.

Game ID : Mega-Tech No. 52


- TRIVIA -


Sonic The Hedgehog : Genesis of the Genesis'! Greatest hero 'Sonic the Hedgehog' was the premier character on the home system 'Sega Mega Drive'. It is said that because the Genesis was faster than other console systems at the time (and more importantly, faster than its chief competitor, the Nintendo Super Famicom), Sonic, a hedgehog whose lone weapon is his speed, was born.


Sonic replaced 'Alex Kidd', who was Sega's mascot prior to 1990.


The bonus stage scene was greatly inspired by Taito's "Cameltry".


MB (Milton Bradley) released a board games based on this video game (same name) : Just like the video game, the object is to collect the most rings and defeat Dr. Robotnik.


- TIPS AND TRICKS -


* Level Select : At the title screen, press Up, Down, Left, Right. You should hear a noise like a ring being collected. Then, hold A and press Start for a level select.


* Crazy Sonic : Hold A+B+C during demonstration mode for force Sonic to run into objects and act strangely (Note : This may also be done during the ending sequence after completing the Final Zone).


* Debug Mode : Press Up, C, Down, C, Left, C, Right, C, Start, then hold A at the title screen. Continue to hold A until game play begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code...

Object transformation : Press B during game play to change Sonic into a game object.

1) Press A to change into a new object.

2) Press C to place an object on the screen.

3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level).

Invincibility : Sonic is, by default, invincible in debug mode (Note : Sonic can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks).

Slow motion : Pause gameplay and hold B.

Restart : Pause gameplay and press A.

Frame advance : Pause gameplay and press C.


* Control Ending Sequence : Enable the 'Debug mode' code. Press B when Sonic is running with the animals at the end, then turn back into Sonic. You can nowcontrol yourself.


- SERIES -


1. Sonic The Hedgehog (1991, Sega Mega Drive) 

2. Sonic The Hedgehog 2 (1992, Sega Mega Drive) 

3. Sonic The Hedgehog CD (1993, Sega Mega CD) 

4. Sonic The Hedgehog 3 (1994, Sega Mega Drive) 

5. Sonic and Knuckles (1994, Sega Mega Drive) 

6. Sonic and Knuckles 2 (1994, Sega Mega Drive) 

7. Sonic and Knuckles 3 (1994, Sega Mega Drive) 

8. Knuckles' Chaotix (1995, Sega Mega Drive 32X) 

9. Sonic Adventure (1999, Sega Dreamcast)

10. Sonic Adventure 2 (2001, Sega Dreamcast)

11 Sonic Adventure 2 - Battle (2001, Nintendo Gamecube)

12. Sonic Advance (2001, Nintendo Game Boy Advance) 

13. Sonic Advance 2 (2002, Nintendo Game Boy Advance)

14. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube)

15. Sonic N (2003, Nokia N-Gage)

16. Sonic Advance 3 (2004, Nintendo Game Boy Advance)

17. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2)


- STAFF -


Staff : Yuji Naka, Naoto Oshima

$end

$info=mt_soni2,
$bio

Sonic The Hedgehog 2 (c) 1992 Sega.

Game ID : Mega-Tech No. 62


- SERIES -


1. Sonic The Hedgehog (1991, Sega Mega Drive) 

2. Sonic The Hedgehog 2 (1992, Sega Mega Drive) 

3. Sonic The Hedgehog CD (1993, Sega Mega CD) 

4. Sonic The Hedgehog 3 (1994, Sega Mega Drive) 

5. Sonic and Knuckles (1994, Sega Mega Drive) 

6. Sonic and Knuckles 2 (1994, Sega Mega Drive) 

7. Sonic and Knuckles 3 (1994, Sega Mega Drive) 

8. Knuckles' Chaotix (1995, Sega Mega Drive 32X) 

9. Sonic Adventure (1999, Sega Dreamcast)

10. Sonic Adventure 2 (2001, Sega Dreamcast)

11 Sonic Adventure 2 - Battle (2001, Nintendo Gamecube)

12. Sonic Advance (2001, Nintendo Game Boy Advance) 

13. Sonic Advance 2 (2002, Nintendo Game Boy Advance)

14. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube)

15. Sonic N (2003, Nokia N-Gage)

16. Sonic Advance 3 (2004, Nintendo Game Boy Advance)

17. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony Playstation 2)

$end

$info=mt_shar2,
$bio

Space Harrier II (c) 10/1988 Sega.

Game ID : Mega-Tech No. 02


- TIPS AND TRICKS -


* Sound Test And Some Options : At the title screen hold Right+A to access a mode selection screen that includes a sound test, difficulty setting, an option to turn rapid fire on or off and an option to use normal or inverted directional control.


- SERIES -


1. Space Harrier (1985)

2. Space Harrier II (1988, Sega Mega Drive)

3. Planet Harriers (2001)


- STAFF -


Director : Kotaro Hayashida (Ossale Kohta)

Lead Programmer : Yamaichi

Assistant / Monster Programmer : Ore

Program Coordinator : Yamaichi

Monster Design : Stresteles, Taro Shizouka

Graphic Coordinator : Stresteles

Game Tester : Akinori Nishiyama (Works Nishi)

Music Composer : Tokuhiko Uwabo (Bo)

Sound Programming : Tokuhiko Uwabo (Bo), Navy

$end

$info=mt_smgp,
$bio

Super Monaco GP (c) 08/1990 Sega.

Game ID : Mega-Tech No. 39


- TIPS AND TRICKS -


* Lose Your Head : In arcade mode, cross the finish line in the top three while pressing A+B+C. When your driver holds aloft his trophy, he holds up his head instead!

$end

$info=mt_stbld,
$bio

Super Thunder Blade (c) 10/1988 Sega.

Game ID : Mega-Tech No. 03


- TIPS AND TRICKS -


* Level Select : Press these buttons sequences at the title screen to begin at the level that you want...

Level 2 - Press A, Up, Down, Left, Right(x2), Left, Down, Up, Start.

Level 3 - Press A(x2), Up, Down, Left, Right(x2), Left, Down, Up, Start.

Level 4 - Press A(x3), Up, Down, Left, Right(x2), Left, Down, Up, Start.

Level 5 - Press A(x4), Up, Down, Left, Right(x2), Left, Down, Up, Start.


* Extra Lives : Enable the level select code and get a continue. Highlight 'Option' and hold A+B+C and press Start. A picture of a panda will appear on the 'Player' selection to confirm the code.

$end

$info=mt_tetri,
$bio

Tetris (c) 1989 Sega.

Game ID : Mega-Tech No. 22

$end

$info=mt_revsh,
$bio

The Revenge of Shinobi (c) 12/1988 Sega.

Game ID : Mega-Tech No. 28


- TIPS AND TRICKS -


* Infinite Shurikins : Go to the options Screen, move the pointer up to Shurikins and set them to 00, wait about 30 seconds (without moving the pointer). You will here a sound and the '00' should change to an infinite symbol. Start the game and you will have unlimited Shurikins.


- SERIES -


1. Shinobi (1987)

2. Shadow Dancer - Kage no Mai (1989)

3. The Revenge of Shinobi (1989, Sega Mega Drive)

4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)

5. GC Shinobi (1991, Sega Game Gear)

6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)

7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive)


- STAFF -


Producer / Program coordinator : Yamaichi

Programmers : Mizoran, Kottsu

Assistant programmers : Ore, Sat Man

Sound coordinator / Sound programmer : Tokuhiko Uwabo (Bo) 

Music composer : Yuzo Koshiro

Chief designer : Taro Shizuoka

Designers : Thomas Yuuda, Seishi Atsumiya

Assistant coordinator / Coffee maker : Pal-Ko

Total planner / Total cordinator : The Alive

$end

$info=mt_tfor2,
$bio

Thunder Force II MD (c) 06/1989 Sega.

Game ID : Mega-Tech No. 11


- TRIVIA -


'MD' stands for 'Mega Drive'.


- TIPS AND TRICKS -


* Options Menu : At the title screen, press and hold A+B+C and then press Start.


- SERIES -


1. Thunder Force (PC98)

2. Thunder Force II (X68000)

3. Thunder Force II MD (1989, Sega Mega Drive)

4. Thunder Force III (1990, Sega Mega Drive)

5. Thunder Force IV (1994, Sega Mega Drive)

6. Thunder Force V - Perfect System (1998, Sega Saturn)


- PORTS -


* Consoles :

Nintendo Super Famicom (1991, "Thunder Spirits")


* Others :

Arcade (1990, "Thunder Force AC")

$end

$info=mt_tlbba,
$bio

Tommy Lasorda Baseball (c) 04/1989 Sega.

Game ID : Mega-Tech No. 35


- TIPS AND TRICKS -


* Passwords :

Enable special effects - RGsiopqm2jhZZSUXVtEEAE

Odd gameplay code - VU9lrstpomXcZTiebrHWyW

Play against an invisible team - Zb6jpqrnmGnYWQXaHuFFAB

$end

$info=mt_wcsoc,
$bio

World Cup Soccer (c) 07/1989 Sega.

Game ID : Mega-Tech No. 21

$end

$info=seganinj,seganinu,
$bio

Sega Ninja (c) 1985 Sega.

Game ID : 834-5677


- TRIVIA -


This game is known in Japan as "Ninja Princess" and is also known as "Ninja".


This game runs on the Sega System 1 hardware.


- STAFF -


From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)


- PORTS -


* Consoles :

Sega Master System (1986, "The Ninja")

$end

$info=srallyc,
$bio

Sega Rally Championship (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2A hardware. Sega Rally Championship serves 300,000 polygons per second.


- TIPS AND TRICKS -


* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time.


* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting!


* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see.


* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly.


- SERIES -


1. Sega Rally Championship (1995)

2. Sega Rally 2 - Sega Rally Championship (1998)


- PORTS -


* Consoles :

Sega Saturn (1995)

Nintendo Game Boy Advance (2002)


* Computers :

PC [Windows 9x, CD-ROM] (1997)

$end

$info=sonic,sonicp,
$bio

Sega Sonic The Hedgehog (c) 1992 Sega.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=stcc,
$bio

Sega Touring Car Championship (c) 1996 Sega.


- TRIVIA -


Marvelous Entertainment released a limited-edition soundtrack album for this game (Sega Touring Car Championship - MJCA-00002, 10002) on 17/10/1997.


- PORTS -


* Consoles :

Sega Saturn (1997)


* Computers :

PC [Windows 9x, CD-ROM] (1998)

$end

$info=amatelas,
$bio

Sei Senshi Amatelass (c) 1986 Nichibutsu.


- TRIVIA -


The title of this game translates from Japanese as 'Holy Warrior Amatelass'.


This game is known outside Japan as "Soldier Girl Amazon".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- STAFF -


Music composed by : Takeshi Yoshida

$end

$info=cupsoc,cupsoc2,cupsocbl,
$bio

Seibu Cup Soccer (c) 1992 Seibu Denshi.


- TRIVIA -


This game is also known as "Olympic Soccer '92".


A bootleg of this game is known as "Goal! '92".

$end

$info=seicross,
$bio

Seicross (c) 07/1984 Nichibutsu.


- TRIVIA -


This game is also known as "Sector Zone".


- PORTS -


* Consoles :

Nintendo Famicom (1988)

$end

$info=seiha,seiham,
$bio

Seiha (c) 07/1987 Nichibutsu.


Mahjong girls for you to play against.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Conquest'.


- STAFF -


Programmer : K. Komai

Planner : K. Tanaka

Artists : Asa & Senba

Music & Sound : N. Yoshida

Hardware : I. Shiki

$end

$info=cultname,
$bio

Seimei-Kantei-Meimei-Ki Cult Name (c) 1996 I'Max.

$end

$info=sscandal,
$bio

Seishun Scandal (c) 1985 Coreland / Sega.

Game ID : 834-5755


- TRIVIA -


The title of this game translates from Japanese as 'Adolescent Scandal'.


This game is known in Korea and US as "My Hero".


This game runs on the Sega System 1 hardware.

$end

$info=selfeena,
$bio

Sel Feena (c) 1991 East Technology.


- TRIVIA -


This game runs on the Taito B System hardware.


- STAFF -


Directer : Shimachan

Programmers : H. Ikeda, Junia, Kim, T. Kakinuma, Tony.Snow, Y. Yoshiura

Sound : Tsuda

Character designers : Irisawa, Kanuma, Kawashima, Nagoshi, Sakai

Supervisor : Takioka

$end

$info=gs4002,
$bio

Selection (c) 1982 G.E.I.

$end

$info=grdnstrm,
$bio

Sen Jin - Guardian Storm (c) 1998 Afega.


- TRIVIA -


The title of this game translates from Japanese as 'Battle God'.


- STAFF -


Hardware designer : Cho Nam Jung

Programmer : Oh Gyeong Hun

Background designers : Park Kyong Su, Kim Eun Jin

Animation : Kim Young Mi, Le Hoan Ki, Kim Jin Young

Sound : Park Chi Ho

Director : Ryou Hai Sung

$end

$info=senknow,
$bio

Sen-Know (c) 1999 Kaneko / Kouyousha.


- TRIVIA -


The title of this game translates from Japanese as 'Brainwashing'.


This game runs on the Kaneko Super Nova System hardware.


Note : The kanji on the titlescreen reads 'sennou' which means 'brainwashing'. 'Know' in the title is a pun on the second character 'nou', which means 'brain'.

$end

$info=sengekis,sengekij,
$bio

Sengeki Striker (c) 1997 Kaneko / Warashi.


- TRIVIA -


The title of this game translates from Japanese as 'Dramatic Battle Striker'.


This game runs on the Kaneko Super Nova System hardware.


- STAFF -


Directed by : Sho

Programmer : Tsutomu Tabata

Character designer : Nozomu Oda

Game designer & 3D models : Taichi Shigemura

Planner : Norihide Yamaguchi

Character graphic designers : Taichi Shigemura, Nozomu Oda, Tama

Backgrand graphic designers : Nozomu Oda, Tama, Masaki Ohno

Sound track & Sound effects : Yukihiko Murabayashi

$end

$info=sengoku,sengokh,
$bio

Sengoku (c) 02/1991 SNK.

Game ID : 0017


Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Sengoku Denshou" (translates from Japanese as 'Civil War Tradition').


This game runs on the SNK Neo-Geo MVS hardware.


In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.


- SERIES -


1. Sengoku (1991)

2. Sengoku 2 (1993)

3. Sengoku 3 (2001)


- STAFF -


Producer : Yanbaru

Programmers : Shinchan-SSS, Oh!Butch

Sound : Tate Norio, Shimizum

Picture : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of

Game assists : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori

Directors : Tama, Moonmin


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, "Sengoku Densyo")

SNK Neo-Geo CD (1993, "Sengoku Densyo")

$end

$info=sengoku2,
$bio

Sengoku 2 (c) 02/1993 SNK.

Game ID : 0040


The Mad Shogun rises again, this time taking over various periods in the time stream. Now you're permanently armed with a sword and must save different eras from the wrath of the Mad Shogun!

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Sengoku Denshou 2" (translates from Japanese as 'Civil War Tradition 2').


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Sengoku (1991)

2. Sengoku 2 (1993)

3. Sengoku 3 (2001)


- STAFF -


Producer : Yanbaru

Director : Sick Of

Programmers : Shinchan-SSSS, Nuckey Nuckey Fuji Nuckey

Graphic Designers : U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama

Music : Tate Norio

Sound effects : Yoko


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=sengoku3,
$bio

Sengoku 3 (c) 10/2001 SNK.

Game ID : 0261


Taking quite a different approach than the previous two Sengoku games, the third in the series introduces four characters and a new chain combo system. Two bosses, when defeated, can also be selected for battle for the final two stages.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


Developed by Noise Factory (their first game) for the original SNK Corp. (SNK's last official title).


This game is also known as "Sengoku Legends 2001".


This game runs on the SNK Neo-Geo MVS hardware.


SME released a limited-edition soundtrack album for this game (Sengoku Denshou 2001 Original Soundtrack - SCDC-00102) on 18/07/2001.


- TIPS AND TRICKS -


* Play as Okuni and Byakki : Finish China (Easy), Italy (Hard), and Japan (Hard).


- SERIES -


1. Sengoku (1991)

2. Sengoku 2 (1993)

3. Sengoku 3 (2001)


- STAFF -


Producer, planner : Keiko Ijuu

Sub planners : Masahiro Maeda, Hidenari Mamoto

Main programmer : Hidenari Mamoto

Sub programmer : Kazuaki Ezato

Charactor designers : Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro

Background designers : Masafumi Fuji, Miyuki Okazaki

Sound producer -Studio Aqua- : Toshikazu Tanaka

Voice artists -Character Land- : Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami

$end

$info=sngkace,
$bio

Sengoku Ace (c) 04/1993 Psikyo.


- TRIVIA -


The title of this game translates from Japanese as 'Civil War Ace'.


This game is known outside Japan as "Samurai Aces".


Sengoku Ace is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).


Note : There are 22 different endings!


- TIPS AND TRICKS -


* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


- SERIES -


1. Sengoku Ace (1993)

2. Sengoku Blade - Sengoku Ace Episode II (1996)


- STAFF -


Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi

$end

$info=sengokmj,
$bio

Sengoku Mahjong (c) 1991 Sigma.


- TRIVIA -


The title of this game translates from Japanese as 'Civil War Mahjong'.


- STAFF -


Z80 Program rom written by : K. Saeki

$end

$info=commandj,
$bio

Senjou no Ookami (c) 05/1985 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Wolf of the Battlefield'.


This game is known outside Japan as "Commando (Capcom)".


A bootleg of this game is known as "Space Invasion".


The main character is Super Joe from "Rush & Crash" and "Top Secret".


Bandai released a boardgame based on this video game (Commando) : A simple roll-and-move type game, with symbols on the board indiciating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- TIPS AND TRICKS -


* Here's A Hot Way To Kill The Soldiers Without Going Anywhere Near Them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.


* This will let you rack up big points and all the extra men you can : On the first stage there is a cliff on the right side of the screen. The bad guys will jump off the end of this cliff and attack you. If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.

If you plan on playing thru the rest of the game you should stop at the max amount of extra men. If you just sit there the enemies will get faster and faster so the rest of the game will be harder.


- SERIES -


1. Senjou no Ookami (1985)

2. Senjou no Ookami II (1990)


- STAFF -


Music by : Tamayo Kawamoto


- PORTS -


* Computers :

Nintendo Famicom (1986)

MSX (1987)

$end

$info=mercsj,
$bio

Senjou no Ookami II (c) 03/1990 Capcom.


The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Wolf of the Battlefield II'.


This game is known in US as "Mercs".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.


- TIPS AND TRICKS -


* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice.


- SERIES -


1. Senjou no Ookami (1985)

2. Senjou no Ookami II (1990)


- STAFF -


Chief designers : S. Okano, A. Kume, Kijima

Character designers : Hitoshi Nishio, T. Hayashi

Sound : M. Gotoh

Sound programmer : Y. Katayama

Programmers : M. Akahori, T. Ohta, Y. Matsui

$end

$info=senjyo,
$bio

Senjyo (c) 1983 Tehkan.


- TRIVIA -


The title of this game translates from Japanese as 'Battlefield'.

$end

$info=senkyu,
$bio

Senkyu (c) 1995 Seibu Kaihatsu.


- TRIVIA -


This game is known outside Japan as "Battle Balls".


This game runs on the Seibu SPI Hardware.

$end

$info=sentetst,
$bio

Sente Diagnostic Cartridge (c) 1984 Bally / Sente.


A cartridge used to test the components of Bally / Sente game machines.

$end

$info=minigolf,minigol2,
$bio

Sente Mini Golf (c) 11/1985 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- UPDATES -


In Mini Golf (set 2), a screen with two missing children (Tahj Allen Merriman and Steven Phillip Curtis) appears after the first demo.


- STAFF -


Game designer : Dennis Koble

Art direction : Roger Hector

Sound : Jesse Osborne

Art : Gary Johnson, Bil Maher, Mark McPhee

Technical support : Dave Ross, Owen Rubin, Paul Brandt, Ed Rotberg

$end

$info=sextriv1,sextriv2,
$bio

Sexual Trivia (c) 1985 Kinky Kit and Game.

$end

$info=sexyparo,
$bio

Sexy Parodius (c) 1996 Konami.


In the third chapter of the famed Gradius parody series, the 'unique' squad of bounty hunters must stop some VERY unusual criminals (such as a giant corncob who is terrorizing the local chickens, runaway geisha thieves and babe-kidnapping penguins just to name a few!), in order to pursue their ultimate goals (world-peace, a fat bounty, a big mansion and LOTS of girls!!!). Features colorful 2-D graphics, unique characters, branching paths depending on your performance, PLENTY of weapons to try and lots of girls to boot! :D


- TRIVIA -


This game runs on the Konami GX hardware.


World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!)


World 3-B (do not get the 300 coins in World 2) is a hillarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!)


Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart.

The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami).

Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster.

Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben

Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami).

Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong).

Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong).

Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms.

Stage 4 music is a remix of 'Csikos Post' by Hermann Necke.

Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik.

Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong).

Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius".

Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song)

Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song).

Stage 7 music is a remix of 'El Bimbo' by Claude Morgan.

Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet.

Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart.

Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov.

Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami).

Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach.

Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky.

Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel.

Stage 9 boss music comes from "Gradius III" (1989, Konami).

Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters".

Special stage boss music is a remix of 'Fur Elise' by Beethoven.


King Records released a limited-edition soundtrack album for this game (Sexy Parodius Original Game Soundtrack - KICA-7703) on 22/05/1996.


- TIPS AND TRICKS -


* Special Team Attack : In two-player games, get both ships close to each other in order to use a special team attack!


* Secret Stage : Succesfully complete all stage's additional objectives in order to unlock the secret stage!


- SERIES -


1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)

2. Parodius Da! - Shinwa kara Owarai e (1990)

3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)

4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)

5. Sexy Parodius (1996)


- STAFF -


Programmers : Chichibinta Tsukasa, Ohji, Paiman

Character designers : Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi

Music composers : Mayuko Kageshita, Ary

Music advisers : Izumi, Sita-Ru Senoo

Sound effects : Ary

Hard designer : Yoshikazu Matsui

Product designer : Poper Takashi

Radio actors : Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1996)

$end

$info=sfx,
$bio

SF-X (c) 1983 Nichibutsu.


- TRIVIA -


This game is known outside Japan as "Skelagon".


SF-X stands for 'Space Fighter X'.

$end

$info=shackled,
$bio

Shackled (c) 12/1986 Data East.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Breywood".


This game represents the Data East answer to Atari's "Gauntlet".


Poly Star released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- UPDATES -


The attract mode is different in the Japanese version.


- PORTS -


* Computers :

Atari ST (1988)

Amstrad CPC (1988)

$end

$info=shdancer,shdancrj,shdancbl,shdancrb,
$bio

Shadow Dancer - Kage no Mai (c) 12/1989 Sega.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Dance of Shadows'.


This game runs on the Sega System 18 hardware.


- SERIES -


1. Shinobi (1987)

2. Shadow Dancer - Kage no Mai (1989)

3. The Revenge of Shinobi (1989, Sega Mega Drive)

4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)

5. GC Shinobi (1991, Sega Game Gear)

6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)

7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive)


- PORTS -


* Consoles :

Sega Master System (1991)


* Computers :

Sinclair ZX Spectrum (1991)

Commodore 64 (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

$end

$info=shadfrce,
$bio

Shadow Force - Henshin Ninja (c) 1993 Technos.

Game ID : TA-0032


Ninjas with the ability to possess their enemies must use all means at their disposal to save themselves and those that they defend!


- TRIVIA -


The subtitle of this game translates from Japanese as 'Metamorphosis Ninja'.


A Technos billboard featuring Kunio appears at the start of the Construction stage.

$end

$info=shadowld,
$bio

Shadow Land (c) 04/1987 Namco.


- TRIVIA -


This game is known in Japan as "Yokai Douchuuki".


This game runs on the Namco System 1 hardware.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.


- STAFF -


Music composed by : Hiroyuki Kawada

$end

$info=shadoww,shadowwa,
$bio

Shadow Warriors (c) 1988 Tecmo.

Game ID : 6215


Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.


- TRIVIA -


This game is known in US as "Ninja Gaiden" and in Japan as "Ninja Ryukenden".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.


- SERIES -


1. Shadow Warriors (1988)

2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)

3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)

4. Ninja Gaiden (2004, Microsoft Xbox)


- PORTS -


* Computers :

Sinclair ZX Spectrum (1990)

Commodore C64 (1990)

Amstrad CPC (1990)

Commodore Amiga (1990)

Atari ST (1990)

$end

$info=shanghai,
$bio

Shangai (c) 03/1988 Sunsoft.


Szechuan-style solitaire mahjong.


- TRIVIA -


Shanghai and its sequels are 'Szechuan'-style solitaire mahjong games where the object is to match identical pairs of tiles until the board is clear or you are unable to make another move. This type of solitaire mahjong can also be referred to as 'Shanghai', hence the game title. The stacked-tile arrangement presented here is one of many traditional Chinese 'Szechuan'-style solitaire mahjong arrangements.


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)


- STAFF -


Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh

$end

$info=shanhigw,
$bio

Shangai - The Great Wall (c) 1995 Sunsoft.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)

$end

$info=shangha2,
$bio

Shangai II (c) 1989 Sunsoft.


Szechuan-style solitaire mahjong.


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)


- STAFF -


Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh

$end

$info=shangha3,
$bio

Shangai III (c) 11/1993 Sunsoft.


Szechuan-style solitaire mahjong.


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)

$end

$info=shngmtkb,
$bio

Shangai Matekibuyuu (c) 1998 Sunsoft / Activision.


- TRIVIA -


The title of this game translates from Japanese as 'Shanghai Story of True Valor'.


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)

$end

$info=shangkid,
$bio

Shanghai Kid (c) 1985 Taiyo System.


Early fighter with targets appearing upon each opponent to show you their weak points.


- TRIVIA -


Licensed to Data East for US manufacture and distribution.


This game is known in Japan as "Hokuha Syourin Hiryu no Ken".


- SERIES -


1. Hokuha Syourin Hiryu no Ken (1985)

2. Flying Dragon - The Secret Scroll (1988, Nintendo Famicom)

3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)

4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)

5. Hiryu Gaiden (1990, Nintendo Game Boy)

6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)

7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)

8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)

9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)

10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)

11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)

12. Flying Dragon (1998, Nintendo 64)

13. SD Hiryu Ex (1999, Nintendo Game Boy Color)

14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)

$end

$info=shaolins,
$bio

Shao-Lin's Road (c) 04/1985 Konami.

Game ID : GX477


- TRIVIA -


This game is also known as "Kicker".


- PORTS -


* Consoles :

Sony PlayStation (1999, "Konami Arcade Classics")


* Computers :

Commodore C64 (1986)

Amstrad CPC (1987)

$end

$info=sharkatt,
$bio

Shark Attack (c) 03/1981 Pacific Novelty.

$end

$info=sshooter,
$bio

Sharpshooter (c) 1998 P&P Marketing.


- STAFF -


Software designer : Andreja Djokovic

Art and design : Doug Snook, Jarod Pranno

SFX & Music : Rob Herman

Assoc. producer : Matthew Akers

Producer : Steve Boyer

Exec. producer : Ed Pellegrini

P&P/Atlas support team : Tim Shelley, Dave Oermann, George Limorez, Kang Lee, Jerry Marcus, Joe Serpico, Bob Goodman, Stephanie Tate, Pam Lewis, Pat Thornton, Lori Celaya, Sandy Kachel

Sega support team : Gary Stern, Frank Pellegrini, Joe Kaminkow, Demetrios Kouzios

$end

$info=sheriff,
$bio

Sheriff (c) 1979 Nintendo.


You contol a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another.


- TRIVIA -


After Sheriff's release by Nintendo in 1979, it was licensed to Exidy for re-release as "Bandido" in 1980.


This game runs on an 8080 CPU, and used some strange color hardware, which required a unique monitor.


Sheriff was one of the last games that was designed to look like a "Bowling Alley". It has light colored woodgrain sides that actually look like they were made from the same wood as a bowling lane. They have a 'Sheriff' logo painted on the side in black, with a few graphics of Mexican bandits circling the machine near the bottom. The front of the machine has a huge coin door, and a speaker grill offset to the left of it (both of these are black). The control panel is done in red and features game instructions, start buttons for each player, and the controls. The game is controlled with an 8-Way joystick (which controls movement), and an optical spinner that can pe pressed down to fire (this controls shooting). The monitor bezel goes all the way up to the top of the machine (no marquee on this title), and has a few more game instructions, some cowboy graphics, and a big 'Sheriff' logo done up to look like an American Flag. There were also two cocktail versions of this title made. The first was in a standard white topped first generation Nintendo cocktail ("Donkey Kong" used the same one with a different top). The second one was a god awful red and white contraption that looked like some sort of fantasy jukebox (this one used a smaller monitor and is fairly rare).


- SERIES -


1. Sheriff (1979)

2. Sheriff 2 (1979)

$end

$info=shienryu,
$bio

Shienryu (c) 1997 Warashi.


- TRIVIA -


Shi en ryuu translates as 'Purple flame dragon'.


This game runs on the Sega Titan Video hardware (STV).


The first boss design and combat environment in this game is cleary inspired by the first boss of "Daioh", a 1993 shoot-em-up produced by about the same staff. Also, the third boss is cleary inspired by the third boss in "Daioh". Perhaps more inspirations to find?


- STAFF -


Director and programmer : Tsutomu Tabata

Game and graphics designer : Nozomu Oda

Graphic designers : Shige-P, Tama (Magitec)

Sound tracks and effects : bAsHEE, Yuki

Planner : Hiroaki Sato

Advertisement : SHO

Lead tester : Takeshi Ohbuchi

Executive producer : Noriyuki Takasaki


- PORTS -


* Consoles :

Sega Saturn (1997)

Sony PlayStation (1999, "Geki-Oh Shooting King - Shienryu")

Sony PlayStation 2 (2003, "Double Shienryu")

$end

$info=tshingna,
$bio

Shingen - Samurai-Fighter (c) 1988 Jaleco.


The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan.


- TRIVIA -


This game is also known as "Takeda Shingen".


This game runs on the Jaleco Mega System 1-A system hardware

$end

$info=mikiej,
$bio

Shinnyuushain Tooru-Kun (c) 10/1984 Konami.

Game ID : GX469


- TRIVIA -


The title of this game translates from Japanese as 'Freshman Tooru-kun'.


This game is known outside Japan as "Mikie".


The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four.


- UPDATES -


* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers :)). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure.


* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).

$end

$info=shinobi,shinobia,shinobib,shinobl,
$bio

Shinobi (c) 1987 Sega.


- TRIVIA -


This game runs on both Sega System 16A and 16B hardware.


Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight.


Marilyn Monroe's face appears on several posters in the Mission 1 second stage.


In 1988, Star released a bootleg of this game.


- TIPS AND TRICKS -


* There is a 20,000 point bonus awarded at the end of each stage accomplished without using any shuriken or bullets (only 'chens').


* Stop Gunners : In levels with Bazooka mens (Rounds 3-2), push one of them against a wall about 10 times (always pushing on his direction, never stopping), you'll see then that all Bazooka mens and Gun mens can't use their weapons anymore.


- SERIES -


1. Shinobi (1987)

2. Shadow Dancer - Kage no Mai (1989)

3. The Revenge of Shinobi (1989, Sega Mega Drive)

4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)

5. GC Shinobi (1991, Sega Game Gear)

6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)

7. Shinobi - Return of the Ninja Master (1993, Sega Mega Drive)


- STAFF -


Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko


- PORTS -


* Consoles :

Sega Master System (1988)

NEC PC Engine (1989)

Nintendo Famicom (1989)


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Commodore Amiga (1989)

Amstrad CPC (1989)

PC [MS-DOS, 5.25''] (19??)

$end

$info=shippumd,
$bio

Shippu Mahou Daisakusen - Kingdom-Grandprix (c) 09/1994 Raizing / Eighting.


- TRIVIA -


The title of this game translates from Japanese as 'Hurricane Magic Great Military Operation'.


This game is known outside Japan as "Kingdom Grandprix" (the subtitle became the title).


- SERIES -


1. Mahou Daisakusen (1993)

2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)

3. Great Mahou Daisakusen (2000)


- STAFF -


Music composed by : Hitoshi Sakimoto, Masaharu Iwata


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=jgakuen,
$bio

Shiritsu Justice Gakuen - Legion of Heroes (c) 11/1997 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Private Justice Academy - Legion of Heroes'.


This game is known outside Japan as "Rival Schools - United by Fate".


This game runs on the Sony ZN-1 hardware.


Justice Gakuen is the name of one of five schools in this game. They are :

1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.

2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji: 'go' <five> and 'rin' <ring>.

3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.

4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.

5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.


Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998.


- TIPS AND TRICKS -


* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also recieve a different ending then you normally would.


* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).


* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.


*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.


* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.


- SERIES -


1. Shiritsu Justice Gakuen - Legion of Heroes (1997)

2. Moero! Justice Gakuen (2000)


- STAFF -


* CAST :

1) Taiyou Gakuen <Solar Academy> :

Batsu Ichimonji : Nobuyuki Hiyama

Hinata Wakaba : Tomoe Hanba

Kyosuke Kagami : Isshin Chiba

Hayato Nekketsu : Takumi Yamazaki


2) Gorin Koukou <Olympic High School> :

Shoma Sawamura : Yuji Ueda

Natsu Ayuhara : Narumi Tsunoda

Roberto Miura : Tomoyuki Morikawa


3) Pacific High School :

Roy Bromwell : Ryutato Okiayu

Tiffany Rose : Miki Narahashi

Boman Delgado : Takashi Nagasako


4) Gedou Koukou <Heretical Doctrine High School> :

Eiji Yamada (Edge) : Yoshiharu Yamada

Akira Kazama : Chiharu Tezuka

Gan Isurugi : Takashi Nagasako

Daigo Kazama : Koichi Yamadera


5) Justice Gakuen <academy> :

Hideo Shimazu : Tetsuo Mizutori

Kyoko Minazuki : Kotono Mitsuishi

Raizo Imawano : Tomomichi Nishimura

Hyou Imawano : Kaneto Shiozawa


6) Tamagawa Minami Koukou <Tamagawa South High> :

Sakura Kasugano : Yuko Sasamoto


7) Sub-characters :

Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi

Kohai <Junior> B / Hisho <Private Secretary> / Committee Chairman : Miki Narahashi

Kohai A : Tomoe Hanba

Tiffany's Dad : Tetsuo Mizutori

Professor : Tomomichi Nishimura

Narration : Kaneto Shiozawa

$end

$info=shisen,
$bio

Shisensho - Joshiryo-Hen (c) 1989 Tamtex.


Szechuan-style solitaire mahjong.


- TRIVIA -


The title translate from Japanese as 'Four River Reflection - Women's Dormitory'.


This game is known outside Japan as "Match it" and also known as "Sichuan II".


- SERIES -


1. Shisensho - Joshiryo-Hen (1989)

2. Shisensho II (1993)

$end

$info=shisen2,
$bio

Shisensho II (c) 1993 Tamtex.


- TRIVIA -


This game runs on the Irem M-97 system hardware.


- SERIES -


1. Shisensho - Joshiryo-Hen (1989)

2. Shisensho II (1993)

$end

$info=shocktro,shocktra,
$bio

Shock Troopers (c) 11/1997 Saurus.

Game ID : 0238


An ambitious terrorist leader holds a girl hostage in order to force her grandfather to surrender a powerful drug in order to fully control the minds of his soldiers & create an ustoppable army. Only a group of 8 soldiers will stand a chance against this rising threat and they will have to face hordes of enemies in order to rescue the girl. Features two gameplay modes (lone wolf & team battle), 8 different characters to choose from, selectable stages, lots of weapons and a high challenge.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.


- SERIES -


1. Shock Troopers (1997)

2. Shock Troopers - 2nd Squad (1998)


- STAFF -


Executive producer : Nobuyuki Tahaka

Executive director : Yasushi Okaharo

Planner : kenji Ishimoto

Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto

B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka

Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato

Music composers & Sound effects : Masahiko hataya, Masaki kase


* Voices :

Jackal : Taiyo Ofune

Milky : Reina Hayami

Loki : Kinnosuke Todoroki

Southern cross : Sinkichi Kaji

Marie bee : Suzue Isaribi

Rio : Isamu Kida

Maru : Kaeru Tsuchiya

Big mama : Towako Tendo

Cecilia : Yuka Utsumi

Commander : Meijin Takahashi

$end

$info=shocktr2,
$bio

Shock Troopers - 2nd Squad (c) 10/1998 Saurus.

Game ID : 0246


The peace at the newly founded nation of Billberk is coming to an abrupt end. A powerful weapons developer corporation known as DIO has demanded the absolute control of Billberk or it will launch a powerful missile that now holds the entire world hostage! Only a group of 4 anti-terrorist operatives can destroy DIO corporation ambitions and save the world. Features improved graphics with lots of prerendered sprites, awesome sound & music, upgradeable main weapons, many cool vehicles & lots of blood.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


There seems to be a confusion in the enemy corporation's name. In the intro the name is 'DIC', however in the in-game dialogue is reffered to it as 'DIO'.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.


- SERIES -


1. Shock Troopers (1997)

2. Shock Troopers - 2nd Squad (1998)


- STAFF -


Exective producer : Nobuyuki Tanaka

Producer : Yasushi Okahara

Exective director : Kenji Ishimoto

Main planner : Mitsuki Pkc Saito

Sub planner : Hotlips

Chief programmer : Jo.

Programmers : Levin Takasaki, Dis, Buttaku H.K

Tool programmer : Hiroaki Torii

Technical adviser : Yuki

Chief front designer : Kurara Kiri

Front designers : Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto

Chief back designer : Miwako Kojima

Back designers : Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa

Character designer : Aki

Sound producer : Masahikoo Hataka

Music composer : Masaki Kase ('WWW', World Wide Wave)

$end

$info=shocking,
$bio

Shocking (c) 1997 Yun Sung.


- TRIVIA -


One of the tracks in this game is a loop of 'Good Vibrations' by Marky Mark & The Funky Bunch.


- STAFF -


Directors : Bok Won. Kang, Chang Won. Lee

Programmers : Byung Gyu. Kim, Chang Soo. Jang

Graphics designers : Jeong Suk. Oh, Jeong Sik. Yum, Dong Suk. Kim, Chang Won. Lee

Hardware : Sang Jin. Lee

Sound : Chang Won. Lee

$end

$info=shogwarr,
$bio

Shogun Warriors (c) 1992 Kaneko.


- TRIVIA -


This game is known in Japan as "Fujiyama Buster".

$end

$info=shootout,shootouj,shootoub,
$bio

Shoot Out (c) 10/1985 Data East.


- TRIVIA -


A Korean bootleg was released the same year.


- UPDATES -


On the Korean bootleg, the hero has a black costume instead of white.

$end

$info=shootbul,
$bio

Shoot The Bull (c) 1985 Bally Midway.


A dart game for up to four players with four different games to choose from.


- TRIVIA -


This game runs on a "Pac-Man" based hardware.


- STAFF -


Game designer : Jeff Nauman

Game artist : Brian Colin

Cabient art : Greg Freres

Sounds : Mike Bartlow

Support : Jim Belt

Hardware : Cary Mednick, John Boydston

Mechanical : John Kubik

$end

$info=shootgal,
$bio

Shooting Gallery (c) 1984 Seatongrove.


- TRIVIA -


Licensed to Zaccaria.

$end

$info=shtngmst,
$bio

Shooting Master (c) 1985 Sega.


- TRIVIA -


This game runs on the Sega System 2 hardware.

$end

$info=shtrider,
$bio

Shot Rider (c) 1984 Seibu Kaihatsu.


- TRIVIA -


Licensed to Sigma for distribution.

$end

$info=shougi,
$bio

Shougi (c) 19?? Alpha Denshi.


- SERIES -


1. Shougi

2. Shougi 2

$end

$info=shougi2,
$bio

Shougi 2 (c) 19?? Alpha Denshi.


- SERIES -


1. Shougi

2. Shougi 2

$end

$info=mosyougi,
$bio

Shougi No Tatsujin (c) 09/1995 SNK / ADK.

Game ID : 0203


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Master of Shougi'.


This game runs on the SNK Neo-Geo MVS hardware.


'Shougi' is a Japanese chess-style game.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=showdown,
$bio

Showdown (c) 10/1988 Exidy.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

$end

$info=shrike,
$bio

Shrike Avenger (c) 1986 Bally / Sente.


- TRIVIA -


This game is the only one to run on the Bally / Sente SAC-II hardware.


Approximaly 10/12 units were produced.


- STAFF -


Programmed by : Owen Rubin, Dave Ross, Jim Turner, Dennis Koble

Screen graphics by : Bil Maher

Sound and music by : Gary Levenberg

Electrical and mechanical by : Pete Mokris Howard Delman, Mike Barry, Chuck Verhaegh

$end

$info=shuffle,
$bio

Shuffleboard (c) 10/1978 Midway.

Game ID : 643

$end

$info=shufshot,sshot137,
$bio

Shuffleshot (c) 1997 Strata / Incredible Technologies.


- TRIVIA -


Coin-op cabinets in the background are "Golden Tee Golf" and "World Class Bowling", two others games from Incredible Technologies.


- UPDATES -


Revision 1 :

* Software version : 1.37


Revision 2 :

* Software version : 1.39


- STAFF -


Staff : Matt Beefcake Kern, Ralph Melgosa, Scott Morrison, Chris Oberth, Brian Smolik

$end

$info=shuuz,shuuz2,
$bio

Shuuz (c) 10/1990 Atari Games.

Game ID : 136083


- UPDATES -


REVISION 1 :

* Software version : 7.1.

* Build date : Fri Oct 12 15 :35 :31 1990


REVISION 2 :

* Software version : 8.0.

* Build date : Fri Nov 2 12 :03 :22 1990


- TIPS AND TRICKS -


* Hint : Tempo plays a big part in the throw, forward motion should match backwards motion in speed or you'll go over the stake.


* A Tip : You can actually control the path of the horseshoe 'in the air' roll the trackball left or right to 'nudge' the flight path.


* A Trick : If you just hit the control key without setting your name after getting a high score, some of the default names you'll get are 'rat', 'dog', 'pig', 'rad'.


- STAFF -


Staff : Mike Albaugh, Sid, Sam Lee, Cris Drobny, Bridget Erdmann, Tim Hubberstey, Ed Rotberg, Sam Comstock, Peter Lipson, Lefty, Rob Rowe, Pat Mc.Carthy, Joe, Minh Nguyen, John Ray, John Paul, Jerry Momoda

$end

$info=sichuan2,sichuana,
$bio

Sichuan II (c) 1989 Tamtex.


Szechuan-style solitaire mahjong.


- TRIVIA -


This game is also known as "Shisensho - Joshiryo-Hen".


'Sichuan' is the Chinese translation of 'Szechuan', which is the largest province in China. The game at hand here is indeed Szechuan-style solitaire mahjong, where the object is to match two identical unblocked tiles until the board is clear. This type of solitaire mahjong is also referred to as "Shisen-Sho". The tile layout presented herein is one of many traditional Chinese Szechuan-style solitaire arrangements.

$end

$info=sidearms,sidearmr,
$bio

Side Arms - Hyper Dyne (c) 12/1986 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Romstar for US distribution.


The Japanese version is known as "Side Arms - Hyper Dyne : Zettai Gattai".


This game runs on the "Commando (Capcom)" hardware.


The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Buster Bros.", "U.N. Squadron" and "Black Tiger".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.


- TIPS AND TRICKS -


* Hidden Secret : During the play demonstration, when the two players merge into one by picking up the alpha/beta power-up, you can actually control the player in the demo for a few seconds with the joystick!


- SERIES -


1. Section Z (1985)

2. Side Arms - Hyper Dyne (1986)


- STAFF -


Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto

Object designers : Dekachin, Kawamoyan

Scroll designers : Toride No Yas, Mikichan

Supplement : Uhe Uhe, Kurichan

Sound : Tadanomi Surozoo

Music : Ayako Mori

Hardware : Panchi Kubozoo (Punch Kubozoo)

Software : Mr.


- PORTS -


* Consoles :

NEC PC Engine (1989)


* Computers :

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

Atari ST (1988)

Commodore Amiga

$end

$info=sidearjp,
$bio

Side Arms - Hyper Dyne : Zettai Gattai (c) 12/1986 Capcom.


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Licensed to Romstar for US distribution.


This game is known outside Japan as "Side Arms - Hyper Dyne".


This game runs on the "Commando (Capcom)" hardware.


The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Pang", "Area 88" and "Black Dragon".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.


- TIPS AND TRICKS -


* Hidden Secret : During the play demonstration, when the two players merge into one by picking up the alpha/beta power-up, you can actually control the player in the demo for a few seconds with the joystick!


- SERIES -


1. Section Z (1985)

2. Side Arms - Hyper Dyne : Zettai Gattai (1986)


- STAFF -


Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto

Object designers : Dekachin, Kawamoyan

Scroll designers : Toride No Yas, Mikichan

Supplement : Uhe Uhe, Kurichan

Sound : Tadanomi Surozoo

Music : Ayako Mori

Hardware : Panchi Kubozoo (Punch Kubozoo)

Software : Mr.


- PORTS -


* Consoles :

NEC PC Engine (1989)


* Computers :

Commodore C64 (1988)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

Atari ST (1988)

Commodore Amiga

$end

$info=sidebs,
$bio

Side By Side (c) 08/1996 Taito.


- TRIVIA -


This game runs on the Taito JC System hardware.


- SERIES -


1. Side By Side (1996)

2. Side by Side 2 (1997)

$end

$info=sidebs2,
$bio

Side By Side 2 (c) 06/1997 Taito.


- TRIVIA -


This game runs on the Taito JC System hardware.


- SERIES -


1. Side By Side (1996)

2. Side by Side 2 (1997)

$end

$info=sidepckt,sidepctj,sidepctb,
$bio

Side Pocket (c) 06/1986 Data East.


- TRIVIA -


Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Nintendo Game Boy (1990, "Side Pocket vs")

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

Bandai WonderSwan (1999)

$end

$info=sidetrac,
$bio

Side Track (c) 04/1979 Exidy.


- TRIVIA -


This game runs on the Exidy 6502 hardware.

$end

$info=silentd,silentdj,
$bio

Silent Dragon (c) 04/1992 Taito.


Four brawlers take up arms to destroy the evil gangs.


- TRIVIA -


This game runs on the Taito B System hardware.


The third boss in this game is an homage to Jagi from the manga 'Hokuto no Ken'.


- STAFF -


Programmers : E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd

Music composed by T. Noaki.

Sound effects : T. Noaki, H. Tsuda

Voices : Nozaki, Hasyepon, Irisawa, Sakai, Takeda

Character designers : K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda

Supervisor : N. Takioka

$end

$info=sscope,
$bio

Silent Scope (c) 1999 Konami.


- TIPS AND TRICKS -


* Professional Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight mode of your choice, then press Start(x4).


* Night Vision Challenges : Put coins in, then hold trigger and press Start. Still holding it, guide it onto the mode of your choice and press Start(x5).


* Professional Night Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight a mode of your choice, and press Start(x6).


- SERIES -


1. Silent Scope (1999)

2. Dark Silhouette - Silent Scope 2 (2000)

3. Silent Scope EX (2001)

4. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)


- PORTS -


*Consoles :

Sega Dreamcast (2000)

Sony PlayStation 2 (2000)

Nintendo Game Boy Advance (2002)

Microsoft XBOX (2004, "Silent Scope Complete")

$end

$info=silkworm,silkwrm2,
$bio

Silkworm (c) 1988 Tecmo.

Game ID : 6217


- TIPS AND TRICKS -


* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given 2 bonuses per player instead of 1.


- PORTS -


* Consoles :

Nintendo Famicom (1990)


* Computers :

Amstrad CPC (1988)

Atari ST (1988)

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

$end

$info=silvland,
$bio

Silver Land (c) 19?? Falcon.


- TRIVIA -


A bootleg of this game is known as "River Patrol".

$end

$info=simpbowl,
$bio

The Simpsons Bowling (c) 2000 Konami.

Game ID : GQ829


A 3-D bowling game featuring the characters from the popular cartoon series.


- TRIVIA -


The game features custom speech by the real Simpsons voice actors! (see Staff section, Fox Interactive part for more info).


All of the characters' uniforms were taken from 'The Simpsons' episode entitled 'Team Homer' (original airdate : January 6, 1996).


- STAFF -


* Konami Amusement of America, Inc.

Executive producer : Fumiaki Tanaka

Lead programmer : Yoshi Morimoto

Production coordinator : Steve Johnson

Lead artist : Keith Sillin

2D/3D artist : Heather Vidal

Sound producer and director : Tak Fujii

Sound designers : Clark Wen, Kevin Xue

Hardware engineer : Takuya Aono

Technician : Sam Yerushalmi


* Fox Interactive :

Producer : David Wisehart

Associate producers : Luke Letizia, Harish Rao

Script writer : Jamie Angell

Creative consultants : Matt Groening, Mill Smythe

Starring : Dan, Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith, Hank Azaria, Harry Shearer

Simpsons theme : Danny Elfman

Simpsons music composition : Christopher Tyng


The Simpsons, created by Matt Groening, and Twentieth Century Fox Film Corporation.

$end

$info=simpsons,simps2pj,simpsn2p,simps2pa,
$bio

The Simpsons (c) 04/1991 Konami.

Game ID : GX072


You begin the game by selecting your character, from either Homer, Marge, Lisa, or Bart. You may get to select from a menu, or each character may have a specific joystick that controls them. Each character acts a little bit differently in the game (and they each have a different weapon), Marge has a vacuum cleaner, Lisa has a jump rope, Bart has a skateboard, and Homer fights with his fists. You fight your way through the town of Springfield battling goons, thugs, zombies, drunks, firemen, and a whole host of other enemies. At the end of each stage you will face a 'boss' character, before finally facing Mr. Burns at the end of the game.


- TRIVIA -


This video game is based on the prime-time animated series of the same name created by Matt Groening.


The Simpsons and "Aliens" arcade machines can be seen in the background of the 'Moe's Tavern Stage'.


Some stuff related to the TV series :

* In the character profiles, Lisa is said to be age 7. In the TV series, she is 8 years old.


* In the Character profile, Homer's age is 35. His real age is 36. Konami goofed that one.


* Bart wears a blue shirt in this game. In the series, he normally wears an orange shirt. The blue shirted Bart appeared on various T-shirts and other Simpsons merchandise. This was even referenced in one episode of the series. Homer was waving Lisa (who wears a red dress) around to attract a bull's attention. Then Homer says 'Now for some calming blue', and reaches for Bart. Seeing that Bart is wearing an orange shirt, he says 'Where's your blue shirt?'. Bart replies 'I don't have a blue shirt'.


* In some parts of the game, the bow in Maggie's hair is pink. Other times, it is the correct blue color.


* The rabbit characters that appear in various places in the game are from Matt Groening's comic strip, 'Life in Hell'.


* Smithers is much more evil in this game than he has ever been in the show. In the series, Smithers is (as Burns himself put it) 'the sober Yin to [Burns'] raging Yang'. In this game he is depicted as a cape-wearing, bomb-throwing psycho. Smithers' voice is wrong - Smithers is colored wrong. The color scheme used in this game appears to be based on the episode 'Homer's Oddysey', in which Smithers was colored incorrectly. In this episode, his skin color was also incorrect : instead being yellow, it was a dark pink color. Also, Smithers has never worn a cape, as he does in this game (Perhaps he has an evil twin who is a cape-wearing mad bomber!).


* Mr. Burns' voice also sounds wrong, except when he says 'Excellent'. The 'Excellent' voice sample was taken directly from the show and the rest of the lines were recorded by a different actor.


* SPOILER ALERT! : After Mr. Burns has been defeated, his eyes turn into Xs as he is lying on the ground. In the series Bart's eyes were drawn as Xs in a dream sequence, when Bart was imagining that school bully Nelson Muntz had beaten him to death and the school nurse had reconstructed his face for his funeral.


* In this game Sideshow Bob helps you by giving you food that restores your health. Since a first season episode where he framed Krusty the Klown for armed robbery and his plans were foiled by the Simpson kids, he is normally a villain. It seems that this game was made before the first season was finished (Or at least the people who worked on the game hadn't seen all of the episodes yet).


* The 'Moe's Tavern' stage in this game does not look much like it's TV counterpart. In this game it seems to be underground and only accessible by hidden elevators (One of the elevators is in a fake 'Krusty' grave in the cemetary stage, the other in a wall of rock in the 'Springfield Butte' stage). Of course, in the series it is just a regular building with a regular door that people walk through off the street.


* In this game, Barney's hair color is the same color as his skin (yellow). He appeared this way in a few early episodes of the fisrt season, but later his hair was colored brown and only the Simpson kids have hair that is the same color as their skin.


* Channel 6 (Stage 7) : The anchorman in this stage is the same one that appears in the episode 'Call of the Simpsons'. In that episode, this anchorman sounds just like Kent Brockman, but looks completely different. The anchorman's hair was colored gray in the episode, but in this game the anchorman is colored like Scott Christian (Early on in the series, an anchor named Scott Christian would frequently be 'filling in for Kent Brockman', the regular anchorman. Eventually Christian was dropped from the series and they just used Kent Brockman). This anchorman is neither Kent Brockman or Scott Christian. If you stand in front of the anchorman, he will get mad. If you jump up on the anchor's desk, he will shrug his shoulders.


There were several distinct versions of this game available in the arcade, the four player dedicated cabinet, the four player conversion kit (designed to retrofit "Teenage Mutant Ninja Turtles", but a lot of them ended up on "Gauntlet" machines too), and the two player conversion kit (designed to retrofit almost anything). The only real difference in gameplay between versions was the maximum amount of players. The Simpsons dedicated cabinet was fairly large and had an oversized control panel (to accomodate four players). The sides were decorated with painted sideart showing all five members of the Simpsons family scampering around (Homer seems to be stepping on the tail of the family cat). Some cabinets may have this same scene as a large sticker, instead of it being painted on. American machines are usually blue in color, while the European ones were usually white. The marquee shows a family photo and has a 'The Simpsons' logo done in yellow. The control panel repeats the graphics from the marquee and has four joysticks (one for each player), each of which is a different color. Different Simpsons machines will have different sized monitors, although 25'' and 32'' were the most popular sizes available.


Moving on to the interior of the machine, the game itself runs on a pseudo-JAMMA compatible circuit board. The board itself will plug into a JAMMA wiring harness, but it has a second harness to accomodate the controls for players three and four. The games "Teenage Mutant Ninja Turtles", "Sunset Riders", and "Bucky O'Hare" are fully compatible with this extended harness, and will plug directly into a Simpsons cabinet without modification. The game's code itself runs on a pair of processors, a Z80 and a second processor that is labeled as KONAMI (which appears to be an encrypted 68000 processor). Oddly enough, this is different hardware than Konami's other four player games from that era.


- UPDATES -


* In the Japanese version, there are nuclear bombs laying around that can be thrown at enemies (for example, in front of the Noiseland Arcade in the first level). These bombs are not present in the other versions. These bombs look the same as the ones Mr. Burns shoots at you on the last level.


* In the Japanese version, you can fill you life meter past full. For example, if your life meter is already full and you get an item that restores your health, you get no benefit in the non-Japanese versions. But in the Japanese version, you will get additional health points, indicated in the meter by a different color (When the life meter is full, it is purple. When it goes past full, the additional health is shown in yellow).


- STAFF -


Main programmer : A. Suzuki

Software designers : Hirotaka_2, Nwk

Graphic designer : K. Nakamura

Main character designer : Y. Takano

Character designers : K. Nakajima, Noriyuki Yokoki

Sound & effect programmer : Hideaki Kashima

Music by N. Hanzawa.

Hardware designer : H. Matsuura

Package designers : N. Satoh, K. Kamiya

Special guest : H. Iuchi_4, M. Samejima

Management : S. Kido

Supervisor : K. Nakamura


- PORTS -


* Computers :

Commodore C64 (1991)

PC [MS-DOS, 3.5" / 5.25''] (1991)

$end

$info=sindbadm,
$bio

Sindbad Mystery (c) 1988 Sega.

Game ID : 834-5244


- TRIVIA -


This game was originally created and released in 1983 on the Sega SG-1000 console.

$end

$info=sinistar,sinista2,sinista1,
$bio

Sinistar (c) 02/1983 Williams.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the "Defender" hardware but has an additional Harris 55564-5 CVSD.


This game was originally going to be called 'Juggernaut', then 'Darkstar'. The prototype version called 'Sinistar' is a machine that was displayed at the 11/1982 AMOA show in Las Vegas. The revision 2 was the most common version of the game.


A Sinistar unit appears in the 1983 movie 'WarGames'.


- UPDATES -


PROTOTYPE (AMOA) :

* The Sinistar logo in the attract mode uses a Rocky-Horror-esque 'dripping blood' font.

* The letter 'T' shows up behind the 'dripping blood' logo, possibly part of the trademark?.

* The Sinistar death sequence sometimes occurs offscreen.

* There seem to be more crystals per planetoid than in the release revision.

* Missing the 'set attract mode message' option in the game adjustments screen.

* High score entry uses fire to advance to the next character, rather than the joystick.

* Warping to the next level can occur in any direction, not just upper-right.

* Sinistar's 'roar' occurs multiple times in rapid succession, cutting off each time he is hit by a sinibomb.

* When a player's ship is destroyed by the Sinistar, it explodes rather than spinning out first.

* After defeating Sinistar, his face outline doesn't appear in the center of the screen.

* You can set the extra ship points AND extra ship point factors to ZERO. As soon as you get a point, the game program gets caught in an infinite loop. You'll also hear an EXTENDED extra ship noise. You can break the loop by hitting advance and looking at ALL the extra ships you just received.

* Stuff (like the Sini-bombs, warriors and even the Sinistar himself (if it has a gender)) doesn't travel well from scanner to playfield and these objects can make quick second passes and sometimes even just skip the playfield all together.

* Survivors Today Has the following initials when tables are cleared : YYY XYS MAA AAA AAA AAA BDG MAA AAA AAA ABC EJS MAA AAA AAA RED HPG MAA AAA AAB CFL XYS MAA AAA AAB DGN DBG MAA AAA BCE.

* Scores start at 19045 and are listed with the following algorithm (-265, -365, -265, repeat).


REVISION 2 :

* The Survivors Today has the following initials : N-F KJF KAG FRG YAK JJK KFL PJM DOC JLM E-Z =M= TIM JRN TOM PFZ RTP BFD MBS MRS EJS STU WIT MOM FAC GOD KAY HEC SAM KYD (Note : They keep the same order, but rotate position every time the machine is reset).

* Added 'Set Attract mode message' option in the game adjustments menu.


REVISION 3 :

* Latest revision.

* Some bugs fixed.


- TIPS AND TRICKS -


* Programming Credits And Williams message :

1) Set lives to 1 (This is optional, it merely saves time).

2) Insert one credit.

3) Bump into a Planetoid (rock).

4) Push the fire button seven times.

5) Avoid Planetoids and Workers, don't fire at anything and get shot by a Warrior. If you set lives to 1, the game will now be over. If not, lose all lives in this manner until the game ends.

6) Enter initials.

7) Press the 2 Player button 3 times, then insert one coin and start a new 1 Player game.

8) Don't move or fire, just push the Sinibomb button once.


There are now two messages which can be displayed for the credits :

9) Insert 3 coins, then push the Sinibomb button again. The 'crossword' credits should now be displayed.


* For the Williams Electronics message :

10) Simply end the game by getting shot without hitting a Planetoid or firing, then push the 1 Player button to display the message.


* 255 Lives Trick : This little trick is harder than the game itself, but worth it if you pull it off. On your last man, make sure a warrior fires at you just as Sinistar sucks you in. As the Sinistar sucks you in, you will lose your last man, but when the warrior's bullet hits you, you will have one less than zero ships.

Note : The warriors stop shooting as soon as you are 'caught' by Sinistar. The game was programmed this way, to prevent you from dying twice. Since you are trying to die twice, you have to let a warrior shoot at you, before you get sucked in, then hope that the shot hits you after you have been sucked in. This is very tricky.

Note 2 : 8-bit processors can only handle values from 0-255, for a total of 256 values. Therefore, 'one less than zero ships' will roll around to 255.


- STAFF -


Project leader and co-designer : Noah Falstein (N-F)

Lead programmer : Sam Dicker (SAM)

Programmers : Robert J. Mical, Richard A. Witt (WIT)

Original design and storyline : John Newcommer (JRN)

Artwork / graphics : Jack E. Haeger

Sound effects by : Michael Metz (E-Z)

Hardware designers : Rich Grande, Greg Wepner

Mechanical : Leo Ludzia, Gary Berge

Tech. support by : John Meissen (JLM)


- PORTS -


* Consoles :

Atari 2600 (1984)

Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")

Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")


* Others :

Palm OS ("Midway Arcade Classic")

$end

$info=skelagon,
$bio

Skelagon (c) 1983 Nichibutsu.


- TRIVIA -


This game is known in Japan as "SF-X".

$end

$info=skullxbo,skullxb4,skullxb3,skullxb2,skullxb1,
$bio

Skull & Crossbones (c) 11/1989 Atari Games.

Game ID : 136072


Control one of two pirates (One-Eye or Red Dog), on a mission to retrieve their booty from the evil wizard. Collect treasures for points, and those ever famous hunks of meat for extra energy. This game gives you a choice of a path after each level, so there are many different paths to the ending.


- TRIVIA -


Atari Games made most of these as dedicated cabinets. They also made a conversion kit to retrofit existing games. This kit was most evil, because it was one of the few kits that had a marquee and control panel overlay big enough to fit a "Dragon's Lair" machine (the marquee was even three-fold, just like the Dragon's Lair one). Most of these games were converted within months. Very few original games remain today, and Atari quickly dropped the game from their lineup.


- UPDATES -


REVISION 1 :

* Build date : OS : 29SEP1989 16 :53 :40 / PG : 11OCT1989 11 :22 :07


REVISION 2 :

* Build date : OS : 29SEP1989 16 :53 :40 / PG : 16OCT1989 10 :24 :08


REVISION 3 :

* Build date : OS : 29SEP1989 16 :53 :40 / PG : 24OCT1989 15 :43 :18


REVISION 4 :

* Build date : OS : 29SEP1989 16 :53 :40 / PG : 03NOV1989 11 :44 :33


REVISION 5 :

* Build date : OS : 29SEP1989 16 :53 :40 / PG : 09NOV1989 17 :36 :00


- STAFF -


Staff : Cris Drobny


- PORTS -


* Computers :

Commodore C64 (1991)

Amstrad CPC (1991)

Atari ST (1991)

$end

$info=skullfng,
$bio

Skull Fang (c) 1996 Data East.


- TRIVIA -


This game runs on the Data East MLC System hardware.

$end

$info=skyadvnt,skyadvnu,skyadvnj,
$bio

Sky Adventure (c) 11/1989 Alpha Denshi.

Game ID : SA


- TRIVIA -


Licensed to SNK for US manufacture and distribution.


- SERIES -


1. Sky Adventure (1989)

2. Ghost Pilots (1991)


- STAFF -


System programmer : Eizi Fukathu

Main programmer : Hiroyuki Ryu

Programmer : Hideo Kamoda

Hardware : Shinichi Tamura

Designer : Kenichi Sakanisi

Music : Tambourine Yuka

Sound : Hiroaki Simizu

Producer : Akira Usizawa

$end

$info=skyalert,
$bio

Sky Alert (c) 10/1992 Metro.

$end

$info=skyarmy,
$bio

Sky Army (c) 1982 Shoei.

$end

$info=skybase,
$bio

Sky Base (c) 1982 Omori Electric.


A very rare shoot-em-up.

$end

$info=skybump,
$bio

Sky Bumper (c) 1982 Venture Line.


- SERIES -


1. Looping (1982)

2. Sky Bumper (1982)

$end

$info=skychut,
$bio

Sky Chuter (c) 03/1980 Irem.

$end

$info=skyfox,
$bio

Sky Fox (c) 1987 Jaleco.


- TRIVIA -


Licensed to Nichibutsu.

This game is known in Japan as "Exerizer".

$end

$info=skykid,skykido,skykidd,
$bio

Sky Kid (c) 12/1985 Namco.


- TRIVIA -


This game runs on the "Pac-Land" hardware.


Sky Kid is the first game from Namco to allow play for two players simultaneously.


- SERIES -


1. Sky Kid (1985)

2. Sky Kid Deluxe (1986)


- STAFF -


Music by : Junko Ozawa


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Sony PlayStation (1998, "Namco Museum Encore")

$end

$info=skykiddx,skykiddo,
$bio

Sky Kid Deluxe (c) 04/1986 Namco.


- TRIVIA -


This game runs on the Namco System 86 hardware.


- UPDATES -


Difference between "Sky Kid" and the Sky Kid Deluxe :

* Battle report between each mission.

* New missions (X1-4).

* Snow on missions X1 and X3.

* Many new characters are added.


- SERIES -


1. Sky Kid (1985)

2. Sky Kid Deluxe (1986)


- STAFF -


Music by : Junko Ozawa

$end

$info=skylancr,
$bio

Sky Lancer (c) 07/1983 Orca.


- TRIVIA -


Licensed to Esco Trading for manufacture and distribution.

$end

$info=skyraid,
$bio

Sky Raider (c) 03/1978 Atari.

Game ID : 009709


- TRIVIA -


This game was the first continually scrolling vertical game.


- STAFF -


Designed and programmed by : Dave Sheppard

Design and programming assistant : Rich Patak

$end

$info=skyraidr,
$bio

Sky Raiders (c) 1980.


- TRIVIA -


This game is a bootleg of "UniWar S".

$end

$info=skyshark,
$bio

Sky Shark (c) 03/1987 Toaplan.

Game ID : TP-007


- TRIVIA -


Licensed to Taito.

Licensed to Romstar for US distribution (03/1987).


This game is known outside US as "Flying Shark" and in Japan as "Hishou Zame".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.


- SERIES -


1. Sky Shark (1987)

2. Fire Shark! (1990)


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Nintendo Famicom (1988)

$end

$info=skyskipr,
$bio

Sky Skipper (c) 1981 Nintendo.

$end

$info=skysmash,
$bio

Sky Smasher (c) 1990 Nihon System.

$end

$info=skysoldr,
$bio

Sky Soldiers (c) 09/1988 SNK.

Game ID : Alpha-68K96II 'SS'


- TRIVIA -


Licensed to SNK for US manufacture and to Romstar for US distribution.

$end

$info=skytargt,
$bio

Sky Target (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2A hardware. Sky Target serves 300,000 polygons per second.

$end

$info=skywolf,skywolf2,
$bio

Sky Wolf (c) 1987 K&G Games.


- TRIVIA -


This game is a bootleg of "Airwolf".

$end

$info=skydiver,
$bio

Skydiver (c) 06/1978 Atari.

Game ID : 009787


This is quite a fun game, where you score points for landing on an ever decreasing patch of 'good' land. Why 'good'? As you descend without opening your parachute your landing point becomes smaller, but the points become higher, just don't leave pulling the ripcord too late because the Newtonian laws concerning gravity is working against you. Each time you successfully land the plane goes lower.


- TRIVIA -


The designer of this game was a pinball fan, so this is the first video game to have a pinball feature. The lamps behind the marquee for SKYDIVER are software controllable. When you start the game, the letters flash one at a time. When you jump, the lamps stop on whatever letter is on, and if you land successfully, you 'earn' that letter below your score. Spell out Skydiver, and, depending on the options settings, you could earn a free life, a free game, or bonus points.


- STAFF -


Designed and programmed by : Owen Rubin


- PORTS -


* Consoles :

Atari 2600 (1978)

$end

$info=slmdunkj,
$bio

Slam Dunk - B-Ball Show Time (c) 10/1993 Konami.


- TRIVIA -


This game is known outside Japan as "Run and Gun - B-Ball Show Time".


This game runs on a "Xexex" based hardware.


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994.


- SERIES -


1. Slam Dunk - B-Ball Show Time (1993)

2. Slam Dunk 2 (1996)


- STAFF -


Prince of art : Champion Lover X

Art director : Strawberry

Takarazuka art : By Acky 2

Technical instructor : Snack Z

Crazy art : Screamin' Neo Monky

Artwork : Ricky

Sound producer : M. Izu

Music composer : E.G.A.

Sound programmer : Kingorou

Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy

The Sacrifice : Hirotaka

Program and data : Aki. T

Producer and director : Dr. Lee

$end

$info=slamdnk2,
$bio

Slam Dunk 2 (c) 1996 Konami.

Game ID : GX505


- TRIVIA -


This game is known outside Japan as "Run and Gun 2".


This game runs on the Konami GX hardware.


- SERIES -


1. Slam Dunk - B-Ball Show Time (1993)

2. Slam Dunk 2 (1996)

$end

$info=slapfigh,slapbtuk,slapbtjp,
$bio

Slap Fight (c) 12/1986 Toaplan.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito for manufacture and distribution.


This game is known in US as "Alcon".


While the basic hardware for Slap Fight and "Tiger-Heli" is the same, the edge connector is different, with Slap Fight being JAMMA.


- UPDATES -


The English bootleg just says 'England' instead of the copyright message before the title screen.


- TIPS AND TRICKS -


* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the level, remain idle and do not kill anything. Allow your player to be destroyed and when you resume, you will have all power-ups and weapons.


- STAFF -


Sound composer : Masahiro Yuge


- PORTS -


* Consoles :

Sega Mega Drive (1993)


* Computers :

Sinclair ZX Spectrum (1987)

Commodore C64 (1987)

Amstrad CPC (1987)

Thomson TO8 (1987)

Atari ST

Thomson M05

$end

$info=slapshot,
$bio

Slap Shot (c) 1994 Taito.

Game ID : D71


- STAFF -


Programmers : M. Tamano, T. Ikeda

Graphic designers : K. Suzuki, Mis, Ken, Y. Takeda, Showji

Sound : H. Kudoh

Planner : A. Ue-Pi

$end

$info=slikshot,sliksh17,
$bio

Slick Shot (c) 04/1990 Grand Products / Incredible Technologies.


- TRIVIA -


The cabinet featured a cut down pool table slate, with cloth. The player had to use a real miniature pool cue to hit a ball along the table, in line with the shot to be played. IR (infra-red) technology tracked the movement of the ball, and translated this to the screen.


Other games using this system include "Super Strike Bowling", and "Dyno Bop".


- UPDATES -


Revision 1 :

* Software version : 1.7.


Revision 2 :

* Software version : 2.2.

* Removed 'Call Pocket Level', 'Call Both Level', 'Three Player Games' and 'Four Player Games' of the Game Stats in the operator menu.

* Added 'One Player 8 Ball' and 'Two Player 8 Ball' on the Game Stats in the operator menu.

* Removed 'Shot Time', 'Star Game Time', 'Call Pocket Score' and 'Call Both Score' of the Game Setting in the operator menu.

* Added '8-Ball Game Time', '8-Ball Call Pocket' and 'Slick Shot Time' on the Game Setting in the operator menu.

* 'Call Pocket Score' of the Game Setting is set to 500 instead of 100.


- STAFF -


Concept : David Marofske

Sensor designers : Dan Dooley, Randy Tiller, George Gomez

Mechanical designers : John Kubik, Helmuts Eichenfelds

Programmer : Pierre Maloka

Graphics designers : Tim Skelly, Rosendo Toro

Sound and music : David Thiel

$end

$info=slipstrm,
$bio

Slipstream (c) 1995 Capcom.


- TRIVIA -


One of the rarest Capcom games, only 150 pcbs were ever made. Capcom released this game in 1995. It didn't sell well and was left as a prototype. Strangely enough, Capcom decided to license the System 32 hardware from Sega for this game. This is the only known non-Sega game to use this hardware.

$end

$info=slither,slithera,
$bio

Slither (c) 1982 Century II.


- PORTS -


* Consoles :

Colecovision (1983)

$end

$info=slyspy,slyspy2,
$bio

Sly Spy (c) 07/1989 Data East.


- TRIVIA -


This game is known outside US as "Secret Agent".


In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov.


A Sly Spy unit appears in the 1990 movie 'Robocop 2'.


- STAFF -


Game planner : Makoto Kikuchi

Programmers : Hinsyuku Man, Tac.H, Umanosuke

Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior

Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)

Hardwares : K. Takayama, P! Fujimoto, Osapan


- PORTS -


* Computers :

Amstrad CPC (1990)

Sinclair ZX Spectrum (1990)

Atari ST (1990)

Commodore Amiga (1990)

Commodore C64

$end

$info=smashtv,smashtv4,smashtv5,smashtv6,
$bio

Smash T.V. (c) 06/1990 Williams.


In the near future, the new TV show wonder is Smash T.V.! The wildest show on earth where you as either one of two lucky contestants, the Red & the Blue guy, must fight for money and prizes against hordes of relentless enemies. If you succeed, the pleasure dome awaits with beautiful co-hostesses and the ultimate prize, your life! Features good graphics with big bosses, plenty of weapons & LOTS of enemies to face at the same time! Can you take the challenge and reach the grand prize?!!! :) The game uses two joysticks to control your character, one to control the way you moved, and another to control the direction of your shots.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


The game's concept seems based on 'The Running Man', a sci-fi action flick starring Arnold Schwarzenegger. This movie was, in turn, based on a book of the same name by Stephen King (under the pseudonym Richard Bachman).


The memorable part was the game show host. At random intervals, he would say things like : "Total carnage! I love it!", "I'll buy that for a dollar!", "I love it!", "Big money! Big prizes! I love it!"


- UPDATES -


Revision 1 :

* Software version 4.00.


Revision 2 :

* Software version 5.00.

* Added the 'Reset secret warp' (see 'Tips And Tricks' section for more info).

* Reduced difficulty (Factory setting : 3 (easy) instead of 5 (medium)).


Revision 3 :

* Software version 6.00.


Revision 4 :

* Software version 8.00.

* Added the famous 'Pleasure Dome'.

* Changed some 'ingame texts'.


- TIPS AND TRICKS -


* Secret Warp (Work on 5.00 and Up) : When you start a game of Smash T.V. on the first level, reset the machine, it'll take you to the 'Secret Warp 3' and take you to the third boss stages.


* Difficulty : The game is known to adjust its difficulty by the daily high score list. If the high scores are too high, making the game too hard, just reset the machine :).


- STAFF -


Staff : Mark Turmell (MJT), John Tobias (JON), Tim Coman (TIM), Eugene Jarvis (DRJ), Jon Hey (HEY), Todd Allen, George N. Petro, Larry DeMar, Jack E. Haeger, Cary Mednick, Gleen Shipp (GWS), Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka (RAY), Greg Freres, Jim Nichols, Tim Elliott (TJE), Rob Ashworth


- PORTS -


* Consoles :

Nintendo Famicom (1991)

Nintendo Super Famicom (1991)

Sega Game Gear (1992)

Sega Master System (1992)

Sega Mega Drive (1992)

Sony PlayStation (2000, "Arcade Party Pak")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Sinclair ZX Spectrum (1991)

Commodore C64 (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)


* Others :

LCD handheld game (1991) : released by Acclaim.

$end

$info=snakjack,
$bio

Snacks'n Jaxson (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Designer and programmer : Dave Ross

Designer and graphic designer : Bil Maher

Sounds and music : Gary Levenberg

$end

$info=snakepit,
$bio

Snake Pit (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Program designer : Lee Actor

Graphics designer : Mark McPhee

Sound designer : Gary Levenberg

With support from : Howard Delman, Ed Rotberg

$end

$info=snapjack,
$bio

Snap Jack (c) 05/1982 Universal.


- PORTS -


* Computers :

Commodore C64 (1984, "Wheelin' Wallie")

$end

$info=snowboar,snowbalt,
$bio

Snow Board Championship (c) 1996 Gaelco.

Game ID : 960419/1


- TRIVIA -


This game runs on the Gaelco GG-1v hardware.

$end

$info=snowbros,snowbroj,snowbroa,snowbrob,snowbroc,
$bio

Snow Bros. - Nick & Tom (c) 04/1990 Toaplan.

Game ID : MIN16-02


A Toaplan platformer in the tradition of "Bubble Bobble". You either control Nick or Tom, you must navigate over 50 levels of snowball making, to finish. Featuring some nice anime-ish looking creature that turn into Japanese delectable delights when killed with a snowball.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Romstar for US distribution.


This game was released as a conversion kit only (often factory installed in a generic cabinet). So any machine can be a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge), and is run by two CPUs, a Z80 and a 68000, while using a YM3812 for audio. The marquee for this title shows a 'Snow Bros.' logo, with two snowmen, and a couple of cartoon baddies in the background (it is very cutesy, just like the game is).


A bootleg of this game is known as "The Winter Bobble".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.


- TIPS AND TRICKS -


* 10,000 Points : Finish the level by killing all the enemies with one snowball or two snowballs, but you need to use only one push. Meaning put two snowballs alongside each other and push only one snowball, the snowball will 'ricochet' of the other one and it will still count as one snowball. If done correctly 'mahjong' tiles worth 10,000 point will fall from the sky. Works best if you have the red speed-up bonus, with it you could easily get up to 1 million points before you reach the first boss.


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- SERIES -


1. Snow Bros. - Nick & Tom (1990)

2. Snow Bros. 2 - With New Elves (1994)

3. Snow Brothers 3 - Magical Adventure (2002)


- STAFF -


Music composed by : Osamu Ohta


- PORTS -


* Consoles :

Nintendo Famicom (1991)

Sega Mega Drive (1993)

Nintendo Game Boy ("Snow Bros. Jr.") : includes 10 additional (new) levels after you complete all 50 from the arcade.


* Computers :

Amstrad CPC (1991)

$end

$info=snowbro2,
$bio

Snow Bros. 2 - With New Elves (c) 04/1994 Hanafram.


- TRIVIA -


This game is known in Japan as "Otenki Paradise - Snow Bros. 2" (translates from Japanese as 'Weather Paradise').


- UPDATES -


On Japanese dipswitch settings (Otenki Paradise), the portraits on the character select screen are different.


- SERIES -


1. Snow Bros. - Nick & Tom (1990)

2. Snow Bros. 2 - With New Elves (1994)

3. Snow Brothers 3 - Magical Adventure (2002)

$end

$info=socbrawl,
$bio

Soccer Brawl (c) 02/1992 SNK.

Game ID : 0031


A futuristic soccer game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Produced by : Eikichi Kawasaki

Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako

Back designers : M.K, S. Chinatsu

Programmers : Mantaru Hantaru, From A to Z

Music : Domitory Room102, Wolf.Gang Amadeus Yamada

Directed by : Fire Narisuke


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=soccerss,soccersa,
$bio

Soccer Superstars (c) 1994 Konami.

Game ID : GX427


- TRIVIA -


This game runs on the Konami GX hardware.

$end

$info=sokonuke,
$bio

Sokonuke Taisen Game (c) 1995 Sammy.


In this strange party game you must compete in simple yet strange events such as inflating balloons, morphing into dragons, etc., while at the same time protect your partner from 'harmless' pain inducers such as razor-sharp buzzsaws and bombs! Features nice graphics and hectic gameplay!


- TRIVIA -


The title of this game translates from Japanese as 'Bottomless War Game'.

$end

$info=soldivid,
$bio

Sol Divide - Sword of Darkness (c) 05/1997 Psikyo.


- TIPS AND TRICKS -


* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select).


- STAFF -


Staff : Katsuya Terada, Shin.Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita


- PORTS -


* Consoles :

Sony PlayStation (1998)

Sega Saturn (1998)

$end

$info=solfight,
$bio

Solar Fight (c) 19??.


- TRIVIA -


This game is a bootleg of "Ozma Wars".

$end

$info=solarfox,
$bio

Solar Fox (c) 1981 Bally Midway.


Solar Fox is a space shooter and a Pac-Man-type game all in one. The playing field is square and only has walls on the outside. Each wall has a moving cannon mounted that will fire odd shaped torpedoes at your ship. Scattered around the inside will be a bunch of pellets in various simple patterns. To complete each level you have to drive over, or shoot all of the pellets. If done quickly enough the game will skip a level (going from 1 to 3, etc).


- TRIVIA -


This game runs on the Bally Midway MCR 1 hardware. This game came in a grey dedicated cabinet with sideart of a spacemans head inside an arrow shaped logo. The monitor was mounted deep inside the game, and what the player saw was actually a mirror (a lot of old games were like that).


A Solar Fox unit appears in the 1983 movie 'Joysticks'.


- STAFF -


Designed and programmed by Arcade Engineering.

Sound programmed by : Ben Blish


- PORTS -


* Consoles :

Atari 2600 (1983)


* Computers :

Commodore C64 (1983)

$end

$info=solarq,
$bio

Solar Quest (c) 12/1981 Cinematronics.


You control a spaceship in a field of stars. In the center of the field is a small yellow vector sun. The ship has a similar feel to the one in "Asteroids", but it stops almost immediately after you stop thrusting. The graphics are done with a 64 intensity black and white vector system, combined with a color overlay. They looked great for 1981! Your enemies consist of hordes of spaceships that have to be blasted. The game starts out rather easy, the opposing ships don't fire, and they seldom attempt to run into you. You can blast them with your main weapon which is a laser, or you can use your nuke which is capable of taking out several enemy ships at once. If you get into a tight spot you can escape using your hyperspace button. Each killed ship will leave behind a survivor that you can either shoot, pick up, or simply ignore. Picking up the survivors scores the most points, and is the only way to earn an extra man. On factory settings you get an extra man for every 25 survivors. If you ignore the survivors they will quickly fall into the sun and be destroyed, but they were bad guys anyway, so you don't have to feel so bad. The game slowly ramps up in difficulty, sending more ships that are smaller, move faster, and attempt to ram you. Eventually the enemy ships finally figure out how to fire back at you, making the game even more difficult.


- TRIVIA -


This was the last 'Black and white with a color overlay' vector game produced by Cinematronics. Solar Quest was a last minute game. Cinematronics was heading towards the trade show season with only "Boxing Bugs" to show, which they felt was not a winner. Scott Bodden who had left the company earlier, was called in as a contractor to write Solar Quest. He completed this in a mere 90 days.


Solar Quest machines came in a white upright cabinet with a black front section. The sideart covered the top half of the machine, and showed a scene of a white spaceship and a sun on a blue background, along with the title. The marquee was black and had the Solar Quest logo superimposed over a multicolored explosion. The control panel and monitor bezel were blue and decorated with small spacecraft zooming to and fro. The control panel has no joystick. Play is instead controlled with six buttons, thrust, fire, hyperspace, nuke, rotate left, and rotate right. It seems that most vector games had buttons instead of joysticks, they were probably just following what "Asteroids" did. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the sun yellow, and the top of the screen red. The monitor is actually installed deep inside the machine, and the player views a reflection of it, instead of the actual screen. 


- STAFF -


Designed and programmed by : Scott Boden


- PORTS -


* Consoles :

GCE Vectrex (1982)

$end

$info=solarwar,
$bio

Solar Warrior (c) 1986 Technos.

Game ID : TA-0019


- TRIVIA -


Licensed to Taito for Manufacture and to Memetron for distribution (02/1987).


This game is known outside US as "Xain'd Sleena".

$end

$info=soldamj,
$bio

Soldam - Action Puzzle Game (c) 09/1992 Jaleco.


- TRIVIA -


This game runs on the Jaleco Mega System 1-A system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Soldam - PCCB-00108) on 01/1993.


- STAFF -


Chief programmer : Sas

Programmers : Shu, Karasawa

Graphic designers : Takarod, AP Sinya, Tatsuzo, Keijiroh

Game designer : Kurashima

Sound composers : Y. Suzuki, Isemura, Takashiba

Sound programmer : Panic. Yuma

Project leader / Game designer : Momonga


- PORTS -


* Consoles :

Nintendo Game Boy

$end

$info=amazon,
$bio

Soldier Girl Amazon (c) 1986 Nichibutsu.


- TRIVIA -


This game is known in Japan as "Sei Senshi Amatelass".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- STAFF -


Music composed by : Takeshi Yoshida

$end

$info=solfigtr,
$bio

Solitary Fighter (c) 1991 Taito.

Game ID : C91


Six street toughs battle for prize money in an underground fighting competition. Some stages have weapons to throw at the opponent. DOGOOOOOON!


- TRIVIA -


This game runs on the Taito F2 hardware.


- SERIES -


1. Violence Fight (1989)

2. Solitary Fighter (1991)


- STAFF -


Game programmers : Takeshi Ishizashi, Akio Uematsu, PZR400 MOM

Game designers : Takao Horiuti, Masakazu Iwahashi

Character effects : Lin Chinkai

Sound designers : Kazuko Umino (Zuntata)

Hard designer : Takashi Ohara

Character designers : Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko

Designer : Hiroyasu Nagai

$end

$info=solomon,
$bio

Solomon's Key - Solomon no Kagi (c) 1986 Tecmo.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Key of Solomon'.


- TIPS AND TRICKS -


* Secret Rooms : Shoot the key to change its color...

Room 3-3 : Red key -> Room 4-1 (normal), Blue Key -> Room 3-4 (secret room)

Room 5-6 : Red Key -> Room 6-1 (normal), Blue key -> Room 5-7 (secret room)

Room 6-6 : Red Key -> Room 7-1 (normal), Blue Key -> Room 6-7 (secret room)

Room 7-2 : Green key -> Room 7-4 (normal), Blue Key -> Room 7-3 (secret room)

Room 8-6 : Red Key -> Room 9-1 (normal), Blue Key -> 8-7 (secret room)

Room 9-6 : Red Key -> Room 10-2 (normal), Blue Key -> Room 9-7 (secret room)


- SERIES -


1. Solomon's Key - Solomon no Kagi (1986)

2. Solomon's Club (1991, Nintendo Game Boy)

3. Solomon no Kagi 2 - Coolmin Tou Kyuushutsu Sakusen (1993, Nintendo Famicom)

4. Solomon - Cox Adventure of the White Tower (2000, Nintendo Game Boy)


- STAFF -


Music by : Michiharu Hasutani


- PORTS -


* Consoles :

Nintendo Famicom (1987)

Sega Master System (1988, "Solomon no Kagi")


* Computers :

Sinclair ZX Spectrum (1987)

Commodore C64 (1987)

Amstrad CPC (1987)

MS-DOS (1988)

Atari ST

$end

$info=solvalou,
$bio

Solvalou (c) 1991 Namco.


- TRIVIA -


This game runs on the Namco System 21 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993.


- SERIES -


1. Xevious (1982)

2. Super Xevious (1984)

3. Solvalou (1991)

4. Xevious 3D/G (1995) 


- STAFF -


Music composition by : Hiroyuki Kawada

$end

$info=sonofphx,
$bio

Son of Phoenix (c) 11/1985 Associated Overseas MFR.


- TRIVIA -


This game is a bootleg of "'99 The Last War".

$end

$info=sonson,sonsonj,
$bio

Son Son (c) 07/1984 Capcom.


- TRIVIA -


Son Son is Capcom's tribute to a Chinese legend called 'Xiyou Ji', meaning 'Journey to the West', considered to be one of the four classic pieces of Chinese literature (and a fairly good read). The main character in Xiyou Ji is Sun Wukong, or, when you pronounce the words as if they were Japanese kanji, Son Gokuu (hence the name Son Son).


This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.


- SERIES -


1. Son Son (1984)

2. Son Son II (1989, NEC PC-Engine)


- STAFF -


Music by : Tamayo Kawamoto, Ayako Mori


- PORTS -


* Consoles :

Sony PlayStation (1998, "Capcom Generation 3")

Sega Saturn (1998, "Capcom Generation 3")

Nintendo Famicom

$end

$info=sbm,
$bio

Sonic Blast Man (c) 1990 Taito.

Game ID : C69


- TRIVIA -


This game runs on the Taito B System hardware.


Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.


- SERIES -


1. Sonic Blast Man (1990)

2. Sonic Blast Man returns - Real Puncher


- PORTS -


* Consoles :

Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels and you only get one chance to pick your target and attempt to KO it, just as if you were playing the arcade game with one credit, except you go on to the next side-scrolling beat-em-up level in the SFC game instead of the 'GAME OVER' screen in the arcade game.

How the SFC version plays : Instead of an actual target that you have to punch with your own actual fist as in the arcade version, you get an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, rapidly press LEFT and RIGHT alternately and repeatedly on the directional pad of the SFC controller. The gauge will deplete RAPIDLY the moment you stop pressing LEFT and RIGHT so do not stop! You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. If you have exceeded the time limit, you will automatically punch at whatever power level the gauge is at. The damage you inflict on the target is proportional to the power level of the gague at the time of the punch.

$end

$info=sonicbom,
$bio

Sonic Boom (c) 1987 Sega.

$end

$info=schamp,
$bio

Sonic The Fighters (c) 1996 Sega.


- TRIVIA -


This game runs on the Sega Model 2B hardware.


The character 'Bean The Dynamite' comes directly from the old Sega game "Dynamite Dux". His alternate costume/color is an exact replica of his Dynamite Dux appearence.


Toshiba EMI released a limited-edition soundtrack album for this game (Sonic the Fighters Sound Tracks - TYCY-5521) on 07/12/1996.


- STAFF -


Sound composers : Maki Morou, Takenobu Mitsuyoshi

$end

$info=sonicwi,
$bio

Sonic Wings (c) 1992 Video System.


Take your pick among 4 countries' ace pilots and take it to the skies to destroy enemy jets, hulking bosses and some strange hidden enemies in this solid overhead shooter! Features solid 2-D graphic and a good level of challenge.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Aero Fighters".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings - PCCB-00118) on 21/04/1993.


- SERIES -


1. Sonic Wings (1992)

2. Sonic Wings 2 (1994)

3. Sonic Wings 3 (1995)

4. Sonic Wings Limited (1996)


- STAFF -


Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata

$end

$info=sncwgltd,
$bio

Sonic Wings Limited (c) 1996 Video System.


- SERIES -


1. Sonic Wings (1992)

2. Sonic Wings 2 (1994)

3. Sonic Wings 3 (1995)

4. Sonic Wings Limited (1996)


- STAFF -


Staff : H. Furukawa, M. Arano, Armored Cruiser, K. Yamamotoya, Hiroshi, Kazuo.A, Manbow Yokoyama, Oh! Kawara, Daapo, Kawauso, Sugibo, Basara, Hoso-Q, Oba, Paff

$end

$info=sstriker,sstrikra,
$bio

Sorcer Striker (c) 1993 Raizing.


- TRIVIA -


This game is known in Japan as "Mahou Daisakusen".


This game is the first game created by Raizing.


- SERIES -


1. Sorcer Striker (1993)

2. Kingdom Grandprix (1994)

3. Dimahoo (2000)


- STAFF -


Music composed by : Atsuhiro Motoyama

$end

$info=sos,
$bio

SOS (c) 10/1979 Namco.

$end

$info=sotsugyo,
$bio

Sotsugyou Shousho (c) 1995 Mitchell.


- TRIVIA -


The title of this game translates from Japanese as 'Graduation Certificate'.


Licensed to Atlus.

$end

$info=soukobdx,
$bio

Soukoban Deluxe (c) 1990 Thinking Rabbit / Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Warehouse Watch'.


This game is known outside Japan as "Boxy Boy".


This game runs on the Namco System 1 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.


- SERIES -


1. Soukoban (1989, Nintendo Game Boy)

2. Soukoban Deluxe (1990)

3. Soukoban 2 (1990, Nintendo Game Boy)

4. Super Soukoban (1992; Nintendo Super Famicom)


- STAFF -


Music composed by : Ayako Sasou


- PORTS -


Nintendo Game Boy (1989)

Nintendo Super Famicom (1992, "Super Soukoban")

$end

$info=sokyugrt,
$bio

Soukyugurentai (c) 1996 Raizing.


- TRIVIA -


The title of this game translates from Japanese as 'Urgent Storm Batallion'.


Soukyugurentai is known outside Japan as "Terra Diver".


This game runs on the Sega Titan Video hardware (STV).


- STAFF -


Sound : Manabu Namiki, Hitoshi Sakimoto


- PORTS -


* Consoles :

Sony PlayStation (1997, "Soukyugurentai - Oubushustugeki")

Sega Saturn (1997)

$end

$info=soulclbr,soulclba,
$bio

Soul Calibur (c) 1998 Namco.


- TRIVIA -


This game runs on the Namco System 12 hardware.


- SERIES -


1. Soul Edge (1995)

2. Soul Edge Ver. II (1996)

3. Soul Calibur (1998)

4. Soul Calibur II (2003)


- PORTS -


* Consoles :

Sega Dreamcast (2000)

$end

$info=souledga,souledgb,
$bio

Soul Edge (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco System 11 hardware.


Pony Canyon released a limited-edtion soundtrack album for this game (Super Battle Sound Attack Soul Edge - PCCG-00365) on 21/10/1996.


- TIPS AND TRICKS -


* Play As Hwang : Insert coin, press and hold Start and pres Up, Down then move to Taki and press Up(x2), Down(x2), then move to Rock and press Down, Up, Down, Up. You will hear a noise if the code works, now move left.


- SERIES -


1. Soul Edge (1995)

2. Soul Edge Ver. II (1996)

3. Soul Calibur (1998)

4. Soul Calibur II (2003)


- STAFF -


Planner : Takayasu Yanagihara

Director : Teruaki Konishi

Game design & Motion management : Hiroaki Yotoriyama

Character motion adviser : Masataka Ishiguro

Coordinator : Koh Onda

System programmer : Norimasa Matsuura

Main programmer : Shinobu Nimura

Enemy programmer & Special camera : Masaaki Fukunaga

Visual effect programmer : Taketoshi Nishimori

Character model chief artist : Hiroshi Kuwabara

Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama

Stage model artist : Satoshi Mori

Visual effect artist : Hisaharu Takahashi

Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita

Character design : Kohji Mitsunaga

Title logo designer & Graphics : Hideaki Ito

Full motion Pac-man demo : Muneyuki Tejima

Title CG artist : Nobuo takahashi

Music composer / programmer : Takayuki Aihara

Sound effect / programmer : Takanori Otsuka

Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa

Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida

Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde

Producer : Masuya Oishi

Executive producer : Hajime Nakatani


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=souledge,
$bio

Soul Edge Ver. II (c) 1996 Namco.


This Ver. II of Soul Edge has improved graphics and new selectable characters.


- SERIES -


1. Soul Edge (1995)

2. Soul Edge Ver. II (1996)

3. Soul Calibur (1998)

4. Soul Calibur II (2003)


- STAFF -


Planner : Takayasu Yanagihara

Director : Teruaki Konishi

Game design & Motion management : Hiroaki Yotoriyama

Character motion adviser : Masataka Ishiguro

Coordinator : Koh Onda

System programmer : Norimasa Matsuura

Main programmer : Shinobu Nimura

Enemy programmer & Special camera : Masaaki Fukunaga

Visual effect programmer : Taketoshi Nishimori

Character model chief artist : Hiroshi Kuwabara

Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama

Stage model artist : Satoshi Mori

Visual effect artist : Hisaharu Takahashi

Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita

Character design : Kohji Mitsunaga

Title logo designer & Graphics : Hideaki Ito

Full motion Pac-man demo : Muneyuki Tejima

Title CG artist : Nobuo takahashi

Music composer / programmer : Takayuki Aihara

Sound effect / programmer : Takanori Otsuka

Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa

Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida

Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde

Producer : Masuya Oishi

Executive producer : Hajime Nakatani


- PORTS -


* Consoles :

Sony Playstation

$end

$info=spaceatt,
$bio

Space Attack (c) 1978 Video Games GMBH.


- TRIVIA -


This game is a bootleg of "Space Invaders".


Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : Space Attack). When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and "Looping" (1982).

$end

$info=sspaceat,sspacat2,sspacat3,sspacatc,
$bio

Space Attack (c) 02/1979 Sega.

Game ID : 155-162 (Upright), 139-146 (Cocktail)


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.


- PORTS -


* Consoles :

Emerson Arcadia (1982)

$end

$info=sspacaho,
$bio

Space Attack / Head On (c) 1979 Sega.


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=spaceat2,
$bio

Space Attack II (c) 1980 Zenitone Microsec.


- TRIVIA -


This game is a copy of "Space Invaders".

$end

$info=spacbatt,
$bio

Space Battle (c) 19??.


- TRIVIA -


This game is a bootleg of "Gingateikoku No Gyakushu".

$end

$info=spacbeam,
$bio

Space Beam (c) 11/1980 Nanao.

$end

$info=spacebrd,
$bio

Space Bird (c) 1980 Karateco.


- TRIVIA -


This game is a bootleg of "Space Fire Bird".

$end

$info=sbomberb,
$bio

Space Bomber (c) 07/1998 Psikyo.


- TRIVIA -


Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.


- TIPS AND TRICKS -


* Play As Light blue ship : After inserting a credit, press Right(x3), Left(x3), Right(x7).


* Play As Tetris block : After inserting a credit, press Up(x3), Down(x3), Up(x7).


* Unlock Extra Maintenance : If you hold Test Button+PL1 Button 1 during boot, you get extra options in the test menu (Stage Select with choice of ships, BG Test).


- STAFF -


Staff : Shin nakamura, Kunio asahara, Akihiko nasu, Kouji hamada, Hiroyuki ootani, Hajime itou, Noriko tomishima, Kazuhiro toba, Shiori saito, Masaki izutani, Katsuya shikanouchi, Katsuhiro nishida, Masayuki nakata, Masashi kajikawa, Yasuhide maeda, Hiroshi yamada, Shinichi yusa, Genbun kobayashi

$end

$info=sbugger,
$bio

Space Bugger (c) 1981 GAT.


- TRIVIA -


GAT stands for 'Game A Tron'.

$end

$info=schaser,schasrcv,
$bio

Space Chaser (c) 10/1979 Taito.

Game ID : RT

$end

$info=spacecr,
$bio

Space Cruiser (c) 1981 Taito.

Game ID : CG


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=spacedem,
$bio

Space Demon (c) 1980 Nintendo.


- TRIVIA -


Licensed to Fortek.


This game is also known as "Space Fire Bird".

$end

$info=spacduel,
$bio

Space Duel (c) 02/1982 Atari.

Game ID : 136006


This is a direct descendent of the original "Asteroids" and "Asteroids Deluxe", with asteroids replaced by colorful geometric shapes like cubes, diamonds and spinning pinwheels. Shoot all objects to complete a level.


- TRIVIA -


Space Duel is the first and only multi-player interactive vector game by Atari. When "Asteroids Deluxe" tanked, this game was taken off the shelf and released to moderate success. Approximately 12,040 units were produced.


A Space Duel cabinet appears on the cover of the Who's 1982 album, 'It's Hard'.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- TIPS AND TRICKS -


* Invite Your Friend : In 2 player mode, you can shoot your partner and it will regenerate their shield. This comes in very handy!


- SERIES -


1. Asteroids (1979)

2. Asteroids Deluxe (1981)

3. Space Duel (1982)

4. Blasteroids (1987)


- STAFF -


Designed and partially programmed by : Rick Mahler

Project resumed, changes made and game finished by : Owen Rubin (ORR), (JMR), Steve Calfee (SRC), Dave Sheppard (DES)


- PORTS -


* Consoles :

Sony PlayStation (2001, "Atari Anniversary Edition Redux")


* Computers :

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=sdungeon,
$bio

Space Dungeon (c) 1981 Taito.

Game ID : SD


- TRIVIA -


This game runs on "The Qix" hardware.


If you pass level 99, you get to level 0 and it says 'You're a hero on level zero'.


When you reach 990,000 points, every time you shoot an enemy you get a free man. Be careful, your free men get knocked to 0 after 255.


A Space Dungeon unit appears in the 1983 movie 'Joysticks'.


- TIPS AND TRICKS -


* A Boring Score-grabbing Cheat : Lock yourself in a room by closing all the doors. The thief will appear (To close a door, go through it then back immediately - it may take more than once). Warning : this is a sure, but very slow, way to build points.


- STAFF -


Designed and programmed by : Rex Battenberg


- PORTS -


* Consoles :

Atari 5200 (1983)

$end

$info=spacecho,
$bio

Space Echo (c) 19??.


- TRIVIA -


This game is a bootleg of "Speak & Rescue".

$end

$info=spcenctr,
$bio

Space Encounters (c) 10/1980 Midway.

Game ID : 645


- TRIVIA -


A Space Encounters unit appears in the 1982 movie 'Rocky III'.


- STAFF -


Designed and programmed by : Dave Needle

$end

$info=spacefev,spacefva,highsplt,highspla,
$bio

Space Fever (c) 1979 Nintendo.

$end

$info=spacefb,spacefbg,spacefbb,
$bio

Space Fire Bird (c) 10/1980 Nintendo.


- TRIVIA -


Also licensed to Gremlin.


This game is known under Fortrek license as "Space Demon".


A bootleg of this game is known as "Space Bird".


- STAFF -


Sound effects by : Hirokazu Tanaka

$end

$info=spcforce,spcforc2,
$bio

Space Force (c) 1980 Venture Line.


- TRIVIA -


This game is also known as "Meteoroids".

$end

$info=spacefrt,
$bio

Space Fortress (c) 1981 Century Electronics.


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=spacfury,spacfura,
$bio

Space Fury (c) 08/1981 Sega.


This game is a rather simple alien blasting shoot-em-up. It uses almost industry standard vector controls, which are four buttons, Left Rotate, Right Rotate, Thrust, and Fire. You begin the game in the center of four strange looking shapes. These shapes are both level selects and upgrades. Run into one of them and it will add itself to your ship, and then you get to do the level associated with it. Each level is different mainly because you have wildly different shot patterns on each one. But all of them are the same when it comes to your objective. What you have to do is blast all the spaceship parts before they can form into dangerous enemy spaceships. Blast them all, and you get to select a new level and watch a little interlude where the alien taunts you with his evil computer voice.


- TRIVIA -


Space Fury was the first color vector graphic games. This title runs on the Sega G80 vector system, the most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door.


Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class.


- PORTS -


* Consoles :

Colecovision (1983)

$end

$info=spacegun,
$bio

Space Gun (c) 10/1990 Taito.

Game ID : C57


- TRIVIA -


This game runs on the Taito Z System hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


A Space Gun unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.


- STAFF -


Producers : Yuji Iwasaki, Atsuchi Taniguchi

Software : Yuji Iwasaki, Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Kazutomo Ishida, T. Ishii

Sound (Zuntata) : Norihiro Furukawa (Wiz Master AKD.), Naoto Yagishita

Monster designers : T. Sekipon, H. Katochin, Atsuchi Taniguchi, V.A.P

Designers : Hiroyasu Nagai, A. Nomura, V.A.P, Peacock

Mechanical engineers : I. Yamada, Y. Tsuriya, T. Tsurumi

Hardware : M. Yamaguchi, K. Mimura, Y. Shibuya

Characters : T. Sekipon, H. Katochin, Atsuchi Taniguchi, H. Kuzirai, T. Matsumoto, Nobuhiro Hiramatsu, Yukio Abe, V.A.P, Peacock


- PORTS -


* Computers :

Sinclair ZX Spectrum (1992)

Commodore C64 (1992)

Amstrad CPC (1992)

Commodore Amiga (1992)

Atari ST (1992)

$end

$info=sharrier,
$bio

Space Harrier (c) 12/1985 Sega.


Space Harrier is a forward scrolling shooter game set in 'the Fantasy Zone', a surreal world composed of bright colors and checkerboard-styled ground. The enemies are also unique, featuring prehistoric animals, Chinese dragons, and alien pods. The player is forced along the levels, running or flying (via jetpack) around enemy fire, while shooting back with fireballs.


- TRIVIA -


The pioneer 3D shooting game realized by a high speed 3D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.


There were three different dedicated cabinets made for this game, an upright, a cockpit, and a full motion cockpit. On the upright one, the image on the marquee ressembled the artwork on the old Sega Master System game boxes, a field of lines with a '3-D' Space Harrier logo, and a green cartoon dragon that looks nothing like the dragon on the side (they really should let the same person do all the art). The control panel uses an analog joystick, and is decorated with several guages and blinkenlights.


Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987.


- SERIES -


1. Space Harrier (1985)

2. Space Harrier 3D (1988, Sega Master System)

3. Space Harrier II (1988, Sega Mega Drive)

4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)

5. Planet Harriers (2001)


- STAFF -


Designed by : Yu Suzuki (YU.)

From highscore table : (KAN), (KAW), (BIN), (TUD), (NAG), (ASO)

Music by : Hiroshi Miyauchi


- PORTS -


* Consoles :

Sega Master System (1986)

NEC PC Engine (1988)

Sega Game Gear (1991)

Sega 32x (1994)

Sega Saturn (1995)

Sega Dreamcast (2000, "Shenmue")

Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")

Sega Dreamcast (2001, "Shenmue II")

Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")

Nintendo Famicom

Microsoft XBOX ("Shenmue II")


* Computers :

Atari ST (1985)

Sharp X68000 (1985)

Commodore C64 (1986)

Amstrad CPC (1986)

Fujitsu FM-7 (1987)

Fujitsu FM-77AV (1987)

Sinclair ZX Spectrum (1987)

Commodore Amiga (1989)

PC [MS-DOS, 5.25''] (1989)


* Others :

Mobile phones (2002)

$end

$info=spaceint,
$bio

Space Intruder (c) 1980 Shoei.

$end

$info=invaders,sitv,sicv,sisv,invderl,sisv2,spacealt,invaderl,
$bio

Space Invaders (c) 07/1978 Taito.


The World Hottest Game! The player must strategically position, then fire his laser missile launcher attempting to knock out the ever-attacking invaders before they can drop missiles destroying the defender's protective bunkers and missile launcher.

Controlled with a 2-way joystick and one button.


- TRIVIA -


Licensed by Midway for US production (Game ID : 739).


The game that started the whole damn craze!! Space Invaders caused a yen shortage in Japan. Many regular produce and goods stores in Japan removed their products and converted into SI parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A classic in every sense of the word.


SI contains the first attract mode with a sense of humour, it would display 'INSERT CCOIN' and an invader would come along and bomb the offending 'C'.


Note : There are exactly 55 invaders per screen and exactly 11 different sounds.


Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops. The Space Invaders phenomenon stuns conservative adults who are certain the games sour the minds of their youngsters. Residents of Mesquite, Texas push the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community.


The various versions of Space Invaders came in a lot of different cabinets. The upright version was blue and white and had painted sideart of several 'werewolf' looking aliens, the 'Deluxe' version had similar art, but in red and blue instead of blue and white. The control panel used a metal overlay and had buttons for movement and firing. Most non-US versions of the game had a 2-Way joystick instead of movement buttons. The monitor bezel and marquee were a single piece of glass with a nice detailed planetary scene. The monitors were supposed to have a set color overlays, but I haven't actually seen one that had them in many years. The cabaret (or mini), version had woodgrain sides, and was almost completely unadorned. There were many different cocktail versions made. Most of them used small 2-Way joysticks, and did not have a lot of decoration.


Clones and bootlegs were usually cocktails. Most 1970s era cocktails were simple rectangles with small control panels that were almost straight up and down. The exact designs varied a bit from manufacturer to manufacturer, but they all looked very similar. Upright clones and bootlegs were often conversions of earlier monochrome games such as "Boot Hill" and "Shark JAWS".


Bootlegs of this game are known as "Super Invaders", "Super Earth Invasion", "Alien Invasion Part II" and "Space War Part Three".

Clones were manufactured by other manufacturers, they are known as "IPM Invader", "Cosmic Monsters", "Space Attack", "Space Attack II", "Jatre Specter", "Space War" and "Space King".


Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980.


A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', and in the 1991 movie 'Terminator 2 - Judgment Day'.


- UPDATES -


A company called Logitec manufactured a bootleg of Space Invaders with a colour monitor. While most of the screen remains B&W, the green is actually generated by the PCB (Printed Circuit Board) and although it looks very much like an overlay it's not. Back then this pirated PCB, because of it's design and minimal memory room on the PCB, (remember we are talking old technology), the game was very complex for it's time. It used an old 8080 processor which unlike the Z80 processor, it had its limitations. When this game was first designed it was originally going to be released as a B&W game and not colour. The green is done by taking a segement out of the video proccesing area of the PCB and pulling it down with a bipolar prom to generate the affect. There are actually 2 video lines on this pcb - 1 for B&W and the other for sync and colour.


- TIPS AND TRICKS -


* Hidden Message : To see it, wait until the demo starts and then press at the same time the keys Left, Right, Fire, 1 player start and 2 player start. Press them repeatedly as fast as you can. After a few seconds, the message ('TAITO COP') will appear below the high score.


* To achieve higher scores, count the number of shots fired from your base. Begin counting shots as soon as each level begins. Fire 22 shots and then wait for the UFO to cross the screen. Use shot number 23 to hit the UFO and you will receive 300 points. After hitting the UFO, start counting your shots again. This time, count to 14 and use the 15th shot to hit the UFO. Once again you will receive 300 points. Repeat counting using the 14 shot method until the screen is cleared of enemies. When the next level starts, repeat the procedure using 22 shots, 14 shots, 14 shots, etc...


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- STAFF -


Designed and programmed by : Toshihiro Nishikado


- PORTS -


* Consoles :

Atari 2600 (1978)

Atari 5200 (1982)

Sega SG-1000 (1983)

Nintendo Famicom (1985)

Nintendo Game Boy (1991)

Sega Saturn (1996)

Nintendo Super Famicom (1997, "Space Invaders - The Original Game")

Sony PlayStation (1997)

Bandai WonderSwan (1999)

Nintendo Game Boy Advance (2002)

Sony PlayStation 2 (2003, "Space Invaders Anniversary")


* Computers :

Exidy Sorcerer (1978, "Invaders")

Microtan 65 (1980, "Space Invasion")

MSX (1984)

Commodore C64 (1987, "Arcade Classics")

Atari ST (1989)

VTech Laser-VZ ("Vz Invaders")

Apple II ("Apple Invader")


* Others :

LED handheld game (1980) released by Entex (black version).

LED handheld game (1981) released by Entex (grey version).

LCD handheld game (1982) released by Tiger Electronics.

VFD handheld game (19??) released by Gakken.

LCD handheld game (1999) released by Systema.

$end

$info=spcinv95,spcnv95u,
$bio

Space Invaders '95 - The Attack of Lunar Loonies (c) 06/1995 Taito.

Game ID : E06


- TRIVIA -


This game is known in Japan as "Akkanvader".


This game runs on the Taito F3 System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- STAFF -


Planners : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai

Character designers : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto N?to, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock

Software engineers : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo

Sound director : Kazuko Umino (karu)

Decoration designer : Kumi Mizobe

Hardware engineer : Takeshi Kinugasa

$end

$info=invaddlx,
$bio

Space Invaders Deluxe (c) 11/1979 Midway.

Game ID : 852


The world's hottest game... now even more challenging! New colorful screen patterns, increased invader fire power, high scorer's name registered on screen, etc...


- TRIVIA -


This game is also known as "Space Invaders Part II" (Taito).

Space Invaders Deluxe still says "Space Invaders Part II" on the titlescreen because Midway was only allowed to make minor modifications of the Taito code. All other references to the game (promotional material, manual, service bulletins, labels on the motherboard, serial number tags inside the cabinet, monitor glass, etc.) say 'Space Invaders Deluxe'.


This game was also manufactured by Nichibutsu under the name of "Moon Base".


A Space Invaders Deluxe unit appears in the 1982 movie 'Fast Times at Ridgemont High'.


- UPDATES -


Difference beetween the Taito version (SI part II) :

* Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'.


- TIPS AND TRICKS -


* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message ('TAITO CORP.') will appear below the high score. The 'spelling error' on Space Invaders is corrected.


* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..


* Rainbow Trick : Leave one of the bottom-most aliens to kill last. You’ll receive 500 points and a 'rainbow' display. If you left the bottom left-most alien, you’ll receive 1,000 points.


* Preset Mode : Space Invaders Deluxe provided a way the operator could enter his/her name each time the machine was turned on.

1) Turn preset mode ON in the DIP switch.

2) Insert one credit.

3) Depress one player select button 'Preset Mode' will be displayed on screen.

4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.

5) Depress fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.

6) Turn preset mode OFF in the DIP switch to re-establish game mode.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- STAFF -


Designed and programmed by : Toshihiro Nishikado

$end

$info=spacedx,spacedxj,spacedxo,spcinvdj,
$bio

Space Invaders DX (c) 09/1994 Taito.

Game ID : D89


- TRIVIA -


This game runs originally on the Taito B System hardware, but there is also an alternate version of this game released on Taito F3 System hardware (Game ID : D93).


In 'Parody Game Mode', a LOT of characters taken from early Taito games appear at each level, here is the list :

Level 1 - Characters from "The New Zealand Story".

Level 2 - Characters from "The Fairyland Story".

Level 3 - Characters from "Bubble Bobble".

Level 4 - Characters from "Rainbow Islands - The Story of Bubble Bobble 2".

Level 5 - Characters from "Mizubaku Adventure".

Level 6 - Characters from "Arkanoid".

Level 7 - Characters from "KiKiKaiKai".

Level 8 - Characters from "Darius".

Level 9 - Characters from "Don Doko Don".


- UPDATES -


Revision 1 :

* Software version : 2.0.

* Japanese release only.


Revision 2 :

* Software version : 2.1.

* Japanese and American release.

* Added 'Configuration' menu and 'Factory setting' option in the operator menu.


Revision 3 :

* Taito F3 System hardware.

* Software version : 2.6.

* Japanese release only.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)

$end

$info=galap1,
$bio

Space Invaders Galactica (c) 19??.


- TRIVIA -


This game is a hack of "Galaxian".

$end

$info=invad2ct,
$bio

Space Invaders II (c) 03/1980 Midway.

Game ID : 851


Space Invaders II allowed for two player simultaneous competitive play (although both players could work together). Besides shooting the invaders, one of the goals was to destroy your opponent (either CPU or another player) and gain his ships!


- TRIVIA -


This game was a Midway in-house project, done by Joel Kreger. His name can be found in one of the game ROMs using a hex editor. This game runs on modified SI Deluxe hardware, with two sound boards; one for each player. Player 2's sound was a bit higher in pitch than player 1. The overlay contained many colors, running from red (player 1) to yellow (player 2), with various shades of blue and green in between.


- STAFF -


Designed and programmed by : Joel Kreger

$end

$info=invader4,
$bio

Space Invaders Part Four (c) 19??.


- TRIVIA -


This game is a bootleg of "Space Invaders".

$end

$info=invadpt2,
$bio

Space Invaders Part II (c) 09/1979 Taito.


- TRIVIA -


Also licensed to Midway under the name of "Space Invaders Deluxe".


This game was also manufactured by Nichibutsu as "Moon Base".


- UPDATES -


Midway licensed a different version for US consumption (SI Deluxe) :

* Changes in gameplay include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'.


- TIPS AND TRICKS -


* Hidden Message : During the gameplay demo portion of attract mode press the following buttons at the same time : Right+Fire+2P Start. Then press the following buttons at the same time : Left+Fire+1P Start. The message ('TAITO CORP.') will appear below the high score. The 'spelling error' on Space Invaders is corrected.


* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..


* Rainbow Trick : Leave one of the bottom-most aliens to kill last. You’ll receive 500 points and a 'rainbow' display. If you left the bottom left-most alien, you’ll receive 1,000 points.


* Preset Mode : Space Invaders Part II provided a way the operator could enter his/her name each time the machine was turned on.

1) Turn preset mode ON in the DIP switch.

2) Insert one credit.

3) Depress one player select button 'Preset Mode' will be displayed on screen.

4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.

5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.

6) Turn preset mode OFF in the DIP switch to re-establish game mode.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Part II (1979)

3. Return of the Invaders (1985)

4. Majestic Twelve - The Space Invaders Part IV (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- STAFF -


Designed and programmed by : Toshihiro Nishikado


- PORTS -


* Consoles :

Sony PlayStation 2 (2003, "Space Invaders Anniversary")

$end

$info=sinvasn,sinvasnb,
$bio

Space Invasion (c) 1985.


- TRIVIA -


This game is a bootleg of "Commando (Capcom)".


- UPDATES -


In this bootleg, the enemy soldiers were replaced by robots.

$end

$info=spceking,
$bio

Space King (c) 1978 Leijac.


- TRIVIA -


This game is a copy of "Space Invaders".


- UPDATES -


Only the graphics have more detail and the labels at the top of the screen for player one, player two and the high score are written using Japanese katakana.


- SERIES -


1. Space King (1978)

2. Space King-2 (1979)

$end

$info=spcking2,
$bio

Space King-2 (c) 1979 Konami.


- SERIES -


1. Space King (1978)

2. Space King-2 (1979)

$end

$info=spclaser,
$bio

Space Laser (c) 11/1980 GamePlan.


- TRIVIA -


Licensed to Taito for manufacture.


This game is known under Leijac license as "Space War".

$end

$info=spacelnc,
$bio

Space Launcher (c) 1979 Nintendo.

$end

$info=spclords,spclorda,spclordb,spclordg,
$bio

Space Lords (c) 10/1992 Atari Games.

Game ID : 136096


- TRIVIA -


This game runs on the Atari GX2 hardware.


- UPDATES -


REVISION 1 :

* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16


REVISION 2 :

* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23


REVISION 3 :

* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29


- STAFF -


Staff : Ed Logg, Bob Flanagan, Cris Drobny, Sam Comstock, Sam Lee, Don Paauw, Mike Albaugh, Lyle Rains, Dave Shepperd, Riz Bugawan

$end

$info=spaceod,
$bio

Space Odyssey (c) 04/1981 Sega.

$end

$info=panic,panic2,panic3,panicger,panich,
$bio

Space Panic (c) 11/1980 Universal.


- TRIVIA -


Licensed to ADP Automaten for German distribution.


Space Panic was the first platform game.


- PORTS -


* Consoles :

Colecovision (1983)


* Computers :

Apple II ("Apple Panic")

VTech Laser-VZ ("Vz Panik")

$end

$info=spaceph,
$bio

Space Phantoms (c) 1979 Zilec Games.


- TRIVIA -


This game is a copy of "Ozma Wars".


- UPDATES -


This game is the same as Ozma Wars with new graphics so that the theme is not space but supernatural.

$end

$info=spaceplt,
$bio

Space Pilot (c) 1982.


- TRIVIA -


This game is a bootleg of "Time Pilot".

$end

$info=spcpostn,
$bio

Space Position (c) 1986 Sega / Nasco.

$end

$info=sraider,
$bio

Space Raider (c) 1982 Universal.

$end

$info=spaceskr,
$bio

Space Seeker (c) 10/1981 Taito.

Game ID : EB


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=sstrangr,
$bio

Space Stranger (c) 01/1979 Yachiyo Electronics.


- SERIES -


1. Space Stranger (1979)

2. Space Stranger 2 (1979)

$end

$info=sstrngr2,
$bio

Space Stranger 2 (c) 1979 Yachiyo Electronics.


- SERIES -


1. Space Stranger (1979)

2. Space Stranger 2 (1979)

$end

$info=stactics,
$bio

Space Tactics (c) 10/1980 Sega.

$end

$info=spctbird,
$bio

Space Thunderbird (c) 19?? Fortrek.

$end

$info=spacetrk,sptrekct,
$bio

Space Trek (c) 1980 Sega.

Game ID : 630-645


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=spcewarl,
$bio

Space War (c) 11/1979 Leijac.


- TRIVIA -


This game is also known as "Space Laser".

$end

$info=spcewars,
$bio

Space War (c) 12/1979 Sanritsu.


- TRIVIA -


This game is a copy of "Space Invaders" with different art and a slightly faster shooting capability.

$end

$info=spacewr3,
$bio

Space War Part Three (c) 12/1979.


- TRIVIA -


This game is a bootleg of "Space Invaders".


- UPDATES -


The spaceship design is different.

$end

$info=spacewar,
$bio

Space Wars (c) 10/1977 Cinematronics.


- TRIVIA -


Space Wars was the first vector game, and introduced the concept of 'fuel for money', in which the player could insert more coins and buy more fuel during the current game in play.


The game was originally brought to Midway, but Rosenthal balked at their ridiculous royalty offer. He sold the game and hardware to Cinematronics and signed a contract for 50% of the royalties; unheard of in those days. Rosenthal later left Cinematronics, taking all technical documents with him and leaving poor Tim Skelly to scrounge for information. Luckily, he found a tech who had helped Rosenthal when he was pressed for time and obtained the opcodes and technical info needed. Cinematronics sued Rosenthal, but they settled, with Larry's company, Vectorbeam, being bought by Cinematronics. Looks like ol' Larry made out like a bandit!!


A Space Wars unit appears in the 1982 movie 'Tron'.


- STAFF -


Original design (Spacewar!) by : Steve Russell (on a PDP-1 mainframe in 1962).

Hardware design and game program for Cinematronics by : Larry Rosenthal (Founder of Cinematronics).


- PORTS -


* Consoles :

GCE Vectrex (1982)

$end

$info=spacezap,
$bio

Space Zap (c) 11/1980 Midway.


- TRIVIA -


This game runs on the Bally Midway Astrocade hardware.

$end

$info=sparkman,
$bio

Spark Man (c) 1989 SunA.

$end

$info=spartanx,
$bio

Spartan X (c) 1984 Irem.


- TRIVIA -


This game is known outside Japan as "Kung-Fu Master".


This game runs on the Irem M-62 system hardware.


First scrolling beat-em-up, this game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan.


- UPDATES -


Differences between Spartan X and Kung-Fu Master :

* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X.

* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'.


- TIPS AND TRICKS -


* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press Start 2 to slow game speed.


* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press Start 2 to stop and Start 1 to restart.


* Level Seclection Mode : Turn 'Level seclection mode' ON in dipswitch. In game, press Start 1 to select and Start 2 to restart.


* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.


* Defeating the Bosses :

1) FIRST BOSS : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly.

2) SECOND BOSS : First, clean your back of henchmen. Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang.

3) THIRD BOSS : Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough).

4) FOURTH BOSS : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the first boss. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history.

5) FIFTH BOSS : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.


- SERIES -


1. Spartan X (1984)

2. Spartan X 2 (Nintendo Famicom, 1991)


- PORTS -


* Consoles :

Sega Saturn (1996, "Irem Arcade Classics")

$end

$info=spatter,
$bio

Spatter (c) 1984 Sega.

Game ID : 834-5583


- TRIVIA -


This game is known in Japan as "Sanrin San-Chan - Tricycle-San".


This game runs on the Sega System 1 hardware.


- STAFF -


From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR)

$end

$info=speakres,
$bio

Speak & Rescue (c) 05/1980 Sun Electronics.


- TRIVIA -


This game is known under Taito license as "Stratovox".


This game was the first game to have synthesized voices and is the very first release from Sun Electonics. Sun Electronics was a player in the early 80's arcade market. They only made a few game before changing their name to Sun Corporation. Then in 1988 they once again underwent a change of name to Sunsoft.


A bootleg of this game is known as "Space Echo".

$end

$info=spclforc,
$bio

Special Forces (c) 1985 Senko Industries.


"Kung-Fu Master"-like action game with an anti-terrorist theme.


- TRIVIA -


Licensed to Magic Electronics.


- SERIES -


1. Special Forces (1985)

2. Special Forces II (1985)

$end

$info=spcfrcii,
$bio

Special Forces II (c) 1985 Senko Industries.


"Kung-Fu Master"-like action game with an anti-terrorist theme.


- TRIVIA -


Licensed to Magic Electronics.


- SERIES -


1. Special Forces (1985)

2. Special Forces II (1985)

$end

$info=spectar,spectar1,
$bio

Spectar (c) 11/1980 Exidy.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


A french version of this game is known as "Phantomas" (by Jeutel).


A bootleg is known as "Rallys".


- SERIES -


1. Targ (1980)

2. Spectar (1980)


- STAFF -


Designed and programmed by : Manuel Campos

$end

$info=speedatk,
$bio

Speed Attack! (c) 1984 Seta Kikaku.

Game ID : CB-0

$end

$info=speedbal,
$bio

Speed Ball (c) 1987 Tecfri.

$end

$info=spdball,
$bio

Speed Ball - Contest at Neonworld (c) 1985 Williams.


- TRIVIA -


This game runs on the "Defender" hardware.

$end

$info=spdbuggy,
$bio

Speed Buggy (c) 1986 Tatsumi.

$end

$info=spdcoin,
$bio

Speed Coin (c) 1984 Stern Electronics.


- TRIVIA -


This game runs on the "Super Cobra" hardware.


- STAFF -


Game concept by : Thomas Baron

Programmed by : Keith Enge

$end

$info=speedfrk,
$bio

Speed Freak (c) 03/1979 Vectorbeam.


In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing. The game was time based, you could crash as much as you wanted, but points were scored for driving as fast and as far as you could without crashing. Your view of the action was from behind the hood of the car, but slightly above what an actual driver would see, kind of like you were sitting on the roof instead of inside the car. Obstacles were mainly oncoming cars (which was always the same one), and police roadblocks. The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus.


- TRIVIA -


Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced. The machine was available only as an upright dedicated cabinet. The cabinet was white with sticker sideart on each side that displayed the game name, and a picture of a red car. The control panel is simply black with a red and yellow stripe around it. The controls consist of an analog steering wheel and a four position shifter. The monitor bezel had no decoration at all, and the marquee was made of metal, and was not illuminated in any way. Internally the game used a 5 Mhz 'Cinematronics CPU', and a 19'' monochrome vector monitor.


A Speed Freak unit appears in the 1980 movie 'Midnight Madness'.


- STAFF -


Designed and programmed by : Larry Rosenthal (founder of Cinematronics)

$end

$info=speedrcr,
$bio

Speed Racer (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco System FL hardware.

$end

$info=srumbler,srumblr2,
$bio

The Speed Rumbler (c) 09/1986 Capcom.


- TRIVIA -


This game is known in Japan as "Rush & Crash".


The main character is Super Joe from "Commando (Capcom)" and "Bionic Commando".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.


- STAFF -


Programmers : Yukio Arai, Kyoko Tomita

Character Designers : Chieko Ryugo, Kimio, Couichi Yotsui

Music : Tamayo Kawamoto, Harumi Ihara

Hardware : Shinji Kuchino, Katuhiko Kamimori

$end

$info=speedspn,
$bio

Speed Spin (c) 1994 TCH.


Nice ping pong game.

$end

$info=speedup,
$bio

Speed Up (c) 1996 Gaelco.


- TRIVIA -


Speed Up was Gaelco's first 3D game.

$end

$info=spelunkr,spelnkrj,
$bio

Spelunker (c) 02/1986 Broderbund.


- TRIVIA -


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


Originally released in 1984 by Broderbund Software for the Commodore C64 computer.


- SERIES -


1. Spelunker (1986)

2. Spelunker II - 23 no Kagi (1986)


- STAFF -


Designed and programmed by Tim Martin.

$end

$info=spelunk2,
$bio

Spelunker II - 23 no Kagi (c) 10/1986 Broderbund.


- TRIVIA -


The subtitle of this game translates from Japanese as '23 Keys'.


Licensed to Irem for manufacture and distribution.


This game runs on the Irem M-62 system hardware.


- SERIES -


1. Spelunker (1986)

2. Spelunker II - 23 no Kagi (1986)


- STAFF -


Designed and programmed by : Tim Martin

$end

$info=spidey,spideyj,
$bio

Spider-man - The Video Game (c) 1991 Sega.

Game ID : 833-8331-05


Spiderman, Hawkeye, Black Cat and Namor team up to defeat tons of Marvel villains in order to save the world from their plundering! Features platformer stages as well as beat-'em-up stages.


- TRIVIA -


This game runs on the Sega System 32 hardware.

$end

$info=spiders,spiders2,
$bio

Spiders (c) 07/1981 Sigma Enterprises.


- TRIVIA -


A bootleg of this game of known as "Spinner".

$end

$info=spiker,
$bio

Spiker (c) 06/1986 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Game and software designer : S.D.Madiano

Screen graphics designer : Gary Johnson

Audio : Gary Levenberg, Jesse Osbone

Technical support : Ed Rotberg, Paul Brandt

$end

$info=spinlbrk,spinlbru,spinlbrj,
$bio

Spinal Breakers (c) 1990 V-System.


- TRIVIA -


Licensed to American Sammy for US manufacture and distribution.


- STAFF -


Producer : Akiro Nonami

4000D0 members : Hiroya Tsubakimoto, Yasutoshi Ishida, Taizou Kojima, Yasukuni Suba

Programmer : Aiz!

Graphic designers : Hyoue Ogawa, FM CCCP, Mari F, Shoko Ishimoto, Funara "Saru-u", W. Kobushi

Composer : Naoki Itamura

Sound effects : Kenji Okuda, Sleeping Arikawa

Adviser : Tadatsugu Honda

$end

$info=spinmast,
$bio

Spinmaster (c) 12/1993 Data East.

Game ID : 0062


Johnny & Tom, two treasure seekers must save their friend Mary from the evil Mad Doctor and his army of goofy-dressed henchmen, as well as gather the map pieces in order to find the biggest treasure in the world at the same time! Features hilarious cartoon-like character designs and sound effects, awesome looking giant bosses (check out the chinese dragon!) & fast-paced platforming action! :)

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Miracle Adventure".


Spinmaster is Data East's first game developed and released for the SNK Neo-Geo MVS hardware.


This game seems heavily inspired by Data East's classic game "Caveman Ninja" (the artwork style, some character's animations, as well as the weapon's power up styles are a little too similar!).


The Mad Doctor also appeared as the final boss in Data East's "Tumble Pop".


Pony Canyon / Scitron released a limited-edition soundtracl album for this game (Miracle Adventure. Tatakae Genshijin 3 - PCCB-00146) on 18/02/1994.


- STAFF -


Planners : Mitsutoshi, Atsushi

Graphic designers : K. Enomoto, Kaneko, S. Moizumi, Forevermylove, Y. Tsukamura, H. Narisawa, Kaori

Sound : Oww Furukawa, Tomoyoshi Satou (TOM), Seilah

Soft : K. Minegishi, Osapan, C. Enomoto, Mya

$end

$info=spinner,
$bio

Spinner (c) 1981.


- TRIVIA -


This game is a bootleg of "Spiders".

$end

$info=splash,
$bio

Splash! (c) 1992 Gaelco.

Game ID : 922804


- TRIVIA -


This game is also known as "Painted Lady".


Splash! was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Splash! was a big success.


- SERIES -


1. Splash! (1992)

2. Glass (1993)

$end

$info=splat,
$bio

Splat! (c) 1982 Williams.


- TRIVIA -


This game runs on the "Defender" hardware


Inspired by the food fight scene of Animal House. John came up with the idea of removable heads to extend the life of the characters, plus thought it was a unique twist to the game.


- STAFF -


Staff : John Newcommer (JRN), (HEC), (MBS), Bill Pfutzenreuter (PFZ), Jill Chittenden (JIL), (CWK)


- PORTS -


* Consoles :

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

$end

$info=splatter,
$bio

Splatterhouse (c) 11/1988 Namco.


In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc) as well as lots of challenge!


- TRIVIA -


This game runs on the Namco System 1 hardware.


The game was banned in most arcades in the US due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Splatterhouse was the first game to get a parental advisory disclaimer.


Rick make a cameo appearance in "Point Blank 3".


Splatterhouse's developers seem to have been inspired by many known and a few not so known horror flicks such as...

* Friday the 13th movies : The third boss wears a bag for a mask just like Jason Voorhees did on the first three movies and Rick's mask resembles the well-know hockey mask that Jason wears in the later movies of the series until the Jason X movie in which he gets a totally different new look.

* Evil Dead movies : Many concepts were borrowed from these particular movies such as : House deep within the woods where a famed scientist unleshes some very evil demonic power; The fight between Rick and his evil twins; The evil severed hands that even taunt him; The possessed room with flying furniture; The necromancer's zombies that just won't die, Rick's quest to rescue Jennifer, only to find her possessed and turned into a cackling demon hungry for his blood!

* The Exorcist : When fighting against demon Jennifer, she recovers her sanity for a few brief moments and begs for your help just before turning into a demon once again, something quite similar is seen in this horror classic.

* H-man : The sludge monsters seen in the sewer levels seem somewhat similar to the liquid people seen in this old japanese horror flick.

* Poltergeist : The possesed room may also have been inspired by this movie.

* Parasite : The leeches seen at the end of the first stage as well as in many other later levels are clearly based in the creatures seen in this pseudo 3-D movie.

* Rejuvenator : The big headed monsters whose heads fly off and attack before dying are very reminiscent of the gruesome brain-eating monster seen in this movie.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.


- TIPS AND TRICKS -


* Slide Kick : Rick's most powerful attack is also the trickiest move to do in the game! Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc! 


* Reaching The Exit Is More Important Than Fighting! : When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack!


* Save Your Ammo! : You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns!


- SERIES -


1. Splatterhouse (1988)

2. Splatterhouse 2 (1992, Sega Mega Drive)

3. Splatterhouse 3 (1993, Sega Mega Drive)


- STAFF -


Director : Mr. Yokoyama

Producer : Kazuu

Associate producer : Haya Paya

Programmer : PSQGL

Art director : M. Ishida

Special visual effects : T. Oda

Special makeup designed and created by Daihadan13.

Original music : Katsurou Tajima, Yoshinori Kawamoto

Title designer : Mr. Usukura

Special artist : Y. Komoriya

Data processing : Mr. Natsui, Miss. Chiiko

Debug chief : Sisyo Seto Kyososama


- PORTS -


* Consoles :

NEC PC Engine (1990)

FM Town Marty


* Others :

LCD handheld game (1988) released by Namco.

$end

$info=splndrbt,
$bio

Splendor Blast (c) 1985 Alpha Denshi.

$end

$info=sfish2,sfish2j,
$bio

Sport Fishing 2 (c) 1995 Sega.


An interactive fishing game featuring 24 different types of fish. You can choose to fish in the Carribean Sea or Pacific Ocean. Mainly controlled using a fishing rod-like mechanism.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


Official Typo? : Unlike the original game's title, the first word in this sequel game's title is singular, not plural.


- SERIES -


1. Sports Fishing (1994)

2. Sport Fishing 2 (1995)

$end

$info=sprtmtch,
$bio

Sports Match (c) 04/1989 Dynax.

Game ID : '31'


- TRIVIA -


Licensed to Fabtek.

This game is known in Japan as "Dragon Punch".


- UPDATES -


Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.


The Japanese version ("Dragon Punch") uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.

$end

$info=springer,
$bio

Springer (c) 12/1982 Orca.

$end

$info=sprint2,sprint2a,
$bio

Sprint 2 (c) 11/1976 Atari.

Game ID : 005922


In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically'). Player one controls the white car, while player two (if present), controls a black car. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.


- TRIVIA -


Atari's first mass-produced microprocessor-based game. Sprint 2 was considered, by other game designers, one of the great all-time games. This is by far the most common game of the Sprint series, there were more of these than all the rest of them put together.


Approximately 8,200 units were produced. Sprint 2 came in one form, that of an orange and black upright. The game had car sideart, and featured an integrated marquee/ monitor bezel (many early titles combined those two components, that was before anybody had begun to think about conversions, which are hard to do on these machines). The control panel featured two steering wheels that had 360 degree movement (and worked off optical encoders), and a gas pedal and a four position shifter for each player. All of the game circuits are built into a single large PCB, which also has an integrated power supply.


A Sprint 2 unit appears in the 1978 movie 'Dawn of the Dead' and in the 1982 movie 'Tron'.


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)


- STAFF -


Designed and programmed by : Dennis Koble, Lyle Rains

$end

$info=sprint4,sprint4a,
$bio

Sprint 4 (c) 12/1977 Atari.

Game ID : 008716


In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times. With the computer controlling cars for missing players. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.


- TRIVIA -


Sprint 4 came in one form, that of a black standing cocktail table. With steering wheels on every side. Each player had a 360 degree steering wheel and a gas pedal. All of the game circuits are built into a single large PCB, which also has an integrated power supply.


- UPDATES -


* New (Set 1) : Large car sprites [12x12 pixels].


* Old (Set 2) : Small car sprites [11x11 pixels].


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)


- STAFF -


Programmed and designed by : Dennis Koble, Lyle Rains

$end

$info=sprint8,sprint8a,
$bio

Sprint 8 (c) 05/1977 Atari.


In this game you control a race car on a semi-complicated track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be eight cars on the track at all times. With the computer controlling cars for missing players. The sheer number of cars can make this game a little confusing. All the cars have minor variations to set them apart from the others, but are similar enough that you simply cannot look away from the track for a second. If you are used to the other Sprint games, you will find that this one is a bit different, the graphics are slightly higher in resolution, and the tracks are much more complex, and have a different look to them, not to mention the fact that this version adds a brake pedal that was absent in the other Sprint titles. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds.


- TRIVIA -


Sprint 8 came in one form, that of a huge black and tan standing cocktail table, this thing is larger than your dining room table. It has a large four sided marquee raised up above the table on posts to a height of about seven feet. Scattered all around the table are steering wheels, gas pedals, and coin mechs. Each side of the table is equipped with driving stations for two players, with each station having a steering wheel, two pedals, a four position shifter, a start button, and a level select button. All of the game circuits are built into a single very large PCB, which also has an integrated power supply. This is a bad design, and produces excess heat. There are 8 individual plug in cards, one for each car.


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)

$end

$info=sprint1,
$bio

Sprint One (c) 01/1978 Atari.

Game ID : 006443


In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically').You control the white car, while the computer controls a black car and two grey cars. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and they change randomly throughout the game (they literally change while you are still driving). This is different than the original "Sprint 2", which allowed you to select your track manually. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.


- TRIVIA -


Sprint One was released two years after "Sprint 2" and both games have the same type of play. The '1' and '2' designations have nothing to do with a predecessor/sequel status, but merely reflect the number of players required for each game.


Sprint One came in two forms, that of a plain woodgrain upright, and much rarer upright with sideart. This common woodgrain version had no sideart, of any kind. It only had a few modest decorations around the control pane and monitor. Atari simply didn't put the work into this one that they put into the previous Sprint titles, it seems they made this one only to fill up a gap in their product line. The control panel featured a steering wheel that had 360 degree movement (and worked off an optical encoder), a gas pedal and a four position shifter. All of those controls were unique in their form, but not in function, and can be replaced with modern off the shelf replacement parts. All of the game circuits are built into a single large PCB, which also has an integrated power supply.


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)

$end

$info=spyhunt,
$bio

Spy Hunter (c) 12/1983 Bally Midway.


Spy Hunter is an action/driving game. It places the player as the driver of a 'spy' vehicle. The object of the game is to travel the freeways and hunt down and destroy as many enemy vehicles as possible, all the while protecting and not harming innocent civilian vehicles.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal.


A boat driving sequence and a helicopter sequence was also planned. Shortage of memory, however, did not allow for this feature. The game has no end and at no time does the player ever leave the car but it was RUMORED to have a graveyard sequence, an actual end and a sequence where the player exited the car for on-foot action.


The car was based on one of the designer's own Nissan 280z.


- TIPS AND TRICKS -


* Here's A Great Cheat That Does Several Things At Once :

1) You need to have a supply truck available, and a be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck.

2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge.

3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side.

4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections!


- SERIES -


1. Spy Hunter (1983)

2. Spy Hunter II (1987)


- STAFF -


Designed and programmed by : Tom Leon, Jeff Nauman

Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry

Music by : Henry Mancini

Group Manager : Bill Adams

Cabinet guru : George Gomez

Cabinet assistant : John Kubik


- PORTS -


* Consoles :

Atari 2600 (1983)

Colecovision (1984)

Nintendo Famicom (1987)

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Atari 800 (1983)

Commodore C64 (1983)

Atari ST (1985, "Major Motion")

Amstrad CPC (1988)

PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Apple II

Sinclair ZX Spectrum


* Others :

Palm OS ("Midway Arcade Classic")

$end

$info=spyhunt2,spyhnt2a,
$bio

Spy Hunter II (c) 03/1987 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 68k hardware.


- SERIES -


1. Spy Hunter (1983)

2. Spy Hunter II (1987)


- STAFF -


Game Design : Gary Oglesby, Tom Leon, Brian Colin

Lead Programmer : Gary Oglesby

Artist / Animator : Brian Colin

Group Leader : Tom Leon


- PORTS -


* Consoles :

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=squash,
$bio

Squash (c) 1992 Gaelco.

$end

$info=srdarwin,srdarwnj,
$bio

SRD - Super Real Darwin (c) 10/1987 Data East.


- TRIVIA -


Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- SERIES -


1. Darwin 4078 (1986)

2. SRD - Super Real Darwin (1987)


- STAFF -


Music by : Yoshida Hiroaki

$end

$info=stkclmns,
$bio

Stack Columns (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega System C2 hardware.


- SERIES -


1. Columns (1990)

2. Columns II - The Voyage Through Time (1990)

3. Columns III - Revenge of Columns (1993)

4. Stack Columns (1994)

5. Super Columns (1995, Sega Game Gear)

6. Columns 97 (1997)

7. Hanagumi Taisen Columns - Sakura Wars (1998)

8. Columns Crown (Nintendo Game Boy Advance - 2002)


- PORTS -


* Consoles :

Sega Saturn (1997, "Columns Arcade Collection")

$end

$info=scross,
$bio

Stadium Cross (c) 1992 Sega.


- TRIVIA -


This game runs on the Sega System Multi 32 hardware.

$end

$info=stadhero,
$bio

Stadium Hero (c) 07/1988 Data East.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.


- SERIES -


1. Stadium Hero (1988)

2. Stadium Hero 96 (1996)

$end

$info=stadhr96,stadh96a,
$bio

Stadium Hero 96 (c) 1996 Data East.


- TRIVIA -


This game runs on the Data East MLC System hardware.


- SERIES -


1. Stadium Hero (1988)

2. Stadium Hero 96 (1996)

$end

$info=stagger1,
$bio

Stagger I (c) 1998 Afega.


- TRIVIA -


This game is known outside Japan as "Red Hawk".


The intro sound has been taken from "Raiden II".


AFEGA means 'Art-Fiction Electronic Game'.


- STAFF -


Hardware designer : Namjun Cho

Sound : Junghae Seo

Background graphic designer : Hyonmi Kim

Graphic director : Bongwon Son

Program director : Haiisung Ryou

$end

$info=stakwin,
$bio

Stakes Winner (c) 09/1995 Saurus.

Game ID : 0088


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Stakes Winner - GI kinzen seihae no michi" (translates from Japanese as 'Stakes Winner - Way of Joyful Success').


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Breeder's Cup Classic Race : Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs.


* Prix De l'Arc de Triumphe Race : Win first place in Race 12 to race in Prix de l'Arc de Triumphe in Paris.


- SERIES -


1. Stakes Winner (1995)

2. Stakes Winner 2 (1996)


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

Sega Saturn (1996, "Stakes Winner - GI kinzen Seihae no michi")

Sony PlayStation (1996, "Stakes Winner - GI Kanzen Seihahe no Michi")

$end

$info=stakwin2,
$bio

Stakes Winner 2 (c) 09/1996 Saurus.

Game ID : 0227


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Stakes Winner (1995)

2. Stakes Winner 2 (1996)


- STAFF -


Game designer : Hajime Yasuhara, Yas

Chief programmer : Yas

Programmers : Yas, Takuya Kawamura

Technical adviser : Masaaki Yuuki

Chief designer : Ryoumi Momota

Graphics designers : Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori, Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama

Animation : Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama

Fonts : Ryoumi Momota

Cource designers : Hajime Yasuhara, Yasunori Hayashi

Title designers : Koutarou Noumura

Illustlation : Miso Suzuki

Music composers : Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki

Sound effects & Sound programmer : Hideki Suzuki

Voices : Rintarou Hamano

Tuning : Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama

English version : Bob Timbello

Sales promoters : Osamu Nagano, Miwa Izumi, Tomoo Yoda

Producer : Takahiro Shima

Executive producers : Nobuyuki Tanaka


- PORTS -


* Consoles :

Sega Saturn (1997, "Stakes Winner 2 - Saikyou Uma Densetsu")

Sony PlayStation (1997)

$end

$info=starcas,starcas1,starcase,starcasp,
$bio

Star Castle (c) 09/1980 Cinematronics.


The player flies a small spaceship, which can rotate, thrust forward, and fire small projectiles. In the centre of the screen is a stationary gun surrounded by three concentric, rotating, ring-shaped energy shields. The shields are composed of twelve sections each. The objective of every level is the same; to destroy the gun inside the shield rings. To do this, the player must blast through the shields. Shooting once at a shield section causes it to intensify in colour, and a second hit destroys it, creating a hole in the shield ring. This exposes the inner rings to fire. Once the innermost ring has been breached, the gun is vulnerable. However, this also works against the player, for not only can the player fire in, but the gun can also fire out, with a strikingly more powerful armament. The gun tracks the player's movement at all times. If the player manages to hit the gun, it explodes violently, collapsing the shield rings, and the player is awarded an extra ship. The next level then starts with a new gun and fully-restored shield rings, with the difficulty increased. Apart from the gun's firepower, there are two other things that impede the player's progress.


Firstly, if the player destroys the entire outer shield ring, the shields regenerate - the middle ring expands to replace the lost outer ring, the inner ring replaces the middle, and a new ring replaces the inner. Therefore the player must fire decisively.

Secondly, the gun has another defensive mechanism. Three blue sparks inhabit the ring and can detach and home in on the player's ship, destroying it on contact. The sparks can be destroyed, but they are very small and difficult to shoot. Destroyed sparks can regenerate from the shield rings.


As the player progresses through the levels, these sparks get faster and faster, forcing the player to keep moving to avoid them. 


- TRIVIA -


This was one of the first games to use an experimental artificial intelligence to harras the game player's ship. The star constellation in the background was actually the outline of a centerfold from a 1980 issue of OUI magazine. When management found out after shipping about 5000 units, they flipped out and almost stopped production. They eventually came to their senses and nothing was changed.


Star Castle machines came in a white upright cabinet with a black front section. The sideart covered the top half of the machine, and showed a scene of two blue spaceships on a red background, along with the title. The marquee was black and included the scoring information, while the control panel and monitor bezel were decorated with geometric shapes that were supposed to represent the interior (or possible exterior), of a spacecraft. The control panel has no joystick. Play is instead controlled with four buttons, fire, thrust, rotate left, and rotate right (just like "Asteroids"). Although some bootleg units may have joysticks. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the rings different colors (I actually found a set of torn up Star Castle overlays inside one of my games).


Licensed to Mottoeis for Spanish manufacture and distribution.


A bootleg of this game is known as "Stellar Castle".


A Star Castle unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1982 movie 'Rocky III', in the 1983 movie 'Joysticks', in the 1986 movie 'Maximum Overdrive' and in the 1996 movie 'High School High'.


A Star Castle unit appears (mulitple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley (in the same episode you can see beside this cabinet a "Joust" unit).


- STAFF -


Designed by : Tim Skelly

Programmed by : Scott Boden


- PORTS -


* Consoles :

GCE Vectrex (1983)

$end

$info=starcrus,
$bio

Star Cruiser (c) 01/1977 RamTeK.

$end

$info=starfigh,
$bio

Star Fighter (c) 1990 SunA.

$end

$info=starfire,starfira,
$bio

Star Fire (c) 12/1978 Exidy.


- TRIVIA -


Star Fire was the first environmental game, featuring a viewer window. But it was also released as an upright. This is the first arcade coin-operated video game to maintain a high score table by accepting and displaying the names of winning players.


A Star Fire unit appears in the 1980 movie 'Midnight Madness'.


- TIPS AND TRICKS -


* Secret messages :

1) If you enter 'DBR' it will put 'HI DAVE' on the screen; It's David Rolfe.

2) If you enter 'TZM' it will put 'HI TED' on the screen; It's Ted Michon.

3) If you enter 'SKO' it will put 'HI SUSAN' on the screen for a second or two before showing the high-score table; It's Susan K. Owen, the programmer girlfriend :).


- STAFF -


Programmed by : David Rolfe

Graphics by : Ted Michon


- PORTS -


* Computers :

Atari 800 (1983)

Commodore C64 (1983)

$end

$info=starforc,starfore,
$bio

Star Force (c) 09/1984 Tehkan.


- TRIVIA -


This game is known in US as "Megaforce".


- TIPS AND TRICKS -


* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).


* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.


* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.


* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.


- SERIES -


1. Star Force (1984)

2. Final Star Force (1992)


- PORTS -


* Consoles :

Nintendo Famicom (1987)


* Computers :

Sharp X68000 (1984)

MSX (1985)

$end

$info=starglad,
$bio

Star Gladiator - Episode : I Final Crusade (c) 1996 Capcom.


- TRIVIA -


This game runs on the Sony ZN-1 hardware.


- SERIES -


1. Star Gladiator - Episode : I Final Crusade (1996)

2. Star Gladiator 2 - Nightmare of Bilstein (1998)


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=stargld2,
$bio

Star Gladiator 2 - Nightmare of Bilstein (c) 03/1998 Capcom.


- TRIVIA -


This game is known outside Japan as "Plasma Sword - Nightmare of Bilstein".


This game runs on the Sony ZN-2 hardware.


Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998.


- TIPS AND TRICKS -


* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.


* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.


* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :

1) Finish three rounds with 'Plasma Strike'.

2) Finish two rounds with 'Perfect'.

3) Finish a round with 'Plasma Field'.


* Secret Ending (Points number needed at the end of level 8) :

1) One round at 70.000 pts.

2) Three rounds at 95.000 pts.

3) Five rounds at 110.000 pts.


- SERIES -


1. Star Gladiator - Episode : I Final Crusade (1996)

2. Star Gladiator 2 - Nightmare of Bilstein (1998)


- PORTS -


* Consoles :

Sega Dreamcast (1999)

$end

$info=stargrds,
$bio

Star Guards (c) 03/1987 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


- STAFF -


Programmed by : Edward March Jr.

Screen graphics by : Scott Morrison

Special animation by : Robert Beech

Sounds by : Bob Libbe, Michael Bartlow

Cabinet art by : Paul Niemeyer

Support by : Dan Stern, Jim Belt, Bob Ploussard

$end

$info=starhawk,
$bio

Star Hawk (c) 03/1979 Cinematronics.


Star Hawk is a timed game where you are in a spaceship blasting spacecraft. Below you is an ever moving landscape that looks like the surface of a mechanical planet, just imagine the Death Star with a big trench in it. All you have to do is move your crosshairs around the screen and shoot everything in sight. You can change the speed of your crosshairs by pressing one of three speed buttons on the control panel. The game is time based, and if you zap enough enemies the game continues. A really good player can pretty much play this game until his/her arm falls off. There is one target of note though, there is a ship that appears from time to time that looks different than the rest of them. If you miss this ship then you will lose 800 points, or if you hit it you will gain 800 points. So don't miss that one.


- TRIVIA -


Star Hawk was the first arcade game ever released to be based on the film 'Star Wars'. This game literally came out right after the movie. This was an unlicensed translation, but the Tie Fighters and the Death Star inspired background are obvious. This was only the second or third game in history to use an X-Y monitor. Skelly did the entire game on paper using opcodes, as the development tools for the platform had not been written yet. Supposedly his code worked the first time too!


Star Hawk came in a large cabinet that had a front that was completely vertical, while the back section sloped away slightly from the marquee. This title actually had two marquees, one with the game logo, and a second one right below it that had some game instructions. The monitor bezel was just tinted plastic with more game instructions below it. The control panel had a pair of odd 8-Way fire button joysticks that looked a bit like handgrips on a childrens bicycle. These were positioned to be used with the right hand, eventually the industry would decide that joysticks go in the left hand, but this one was the other way around. The cabinet features painted sideart of a barely disguised X-Wing swooping down on a barely disguised Death Star, with a few unrelated red and orange bubbles above them.


- STAFF -


Designed and programmed by : Tim Skelly


- PORTS -


* Consoles :

GCE Vectrex (1982)

$end

$info=starjack,starjacs,
$bio

Star Jacker (c) 04/1983 Sega.

Game ID : 834-5191


- TRIVIA -


Also licensed to Stern.


This game runs on the Sega System 1 hardware.


The initials on the high score screen spell out 'Star Jacker' (5x2 letters).


- STAFF -


Hardwork by : Hideki Sato

Secured by : Masatoshi Mizunaga

Programmed by : Hirohi Nakayama, Katsuya Kazihara, Katsunori Kanazawa

Designed by : Eiro Nagata, Shozo Takihi

Sound by : Hideo Kume

Creator : Takaya Ida


- PORTS -


* Consoles :

Sega SG-1000 (1983)

Sega Saturn (1997, "Sega Memorial Selection Vol.2")

$end

$info=starswep,
$bio

Star Sweep (c) 1997 Axela.


- TRIVIA -


This game runs on the Namco System 11 hardware.

$end

$info=startrek,
$bio

Star Trek (c) 1982 Sega.


Welcome aboard, Captain.


- TRIVIA -


Based on the movie of the same name.


- PORTS -


* Computers :

Commodore C64 (1983, "Star Trek: Strategic Operations Simulator")

Apple II

$end

$info=starw,
$bio

Star Wars (c) 19??.


- TRIVIA -


This game is a bootleg of "Galaxy Wars".

$end

$info=starwars,starwar1,
$bio

Star Wars (c) 05/1983 Atari.

Game ID : 136021


The player controls an X-wing fighter from a first-person perspective with color 3D vector graphics. His goal is to destroy the Death Star through three attack phases. In the first phase he is in a dogfight with enemy TIE fighters. The second phase takes place on the surface of the Death Star. The player must destroy laser turrets and make it to the trench that contains a ventilation tube, which is the weakness of the Death Star. In the third phase the player flies through the trench, avoiding turrets, and must fire a photon torpedo into the ventilation tube. If the player is successful, the Death Star explodes and the game restarts with a higher difficulty level.


- TRIVIA -


The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone".


Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'.


Hidden Ingame Message : Right after hitting the exhaust port on the 1st Death Star, the message 'May the Force be with You' appears on it. The next time around, all the programmer’s names appear. Successive rounds alternate the message.


Approximately 12,700 units were produced.


A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born.


A Star Wars units appears in the 1984 movie 'Gremlins'.


- SERIES -


1. Star Wars (1983)

2. Return of The Jedi (1984)

3. The Empire Strikes Back (1985)


- STAFF -


Designed by : Mike Hally (MLH)

Programmed and developed by : Greg Rivera (GJR), Norm Avellar (NLA), Eric Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM)


- PORTS -


* Consoles :

Atari 2600 (1983)

Colecovision (1984)

Atari 5200 (1984)


* Computers :

Commodore C64 (1983)

Amstrad CPC (1987)

Atari ST (1987)

Sinclair ZX Spectrum (1988)

$end

$info=swa,
$bio

Star Wars Arcade (c) 1993 Sega.


- TRIVIA -


This game runs on the Sega Model 1 hardware.


- PORTS -


* Consoles :

Sega 32X (1994)

$end

$info=starblad,
$bio

Starblade (c) 1991 Namco.


- TRIVIA -


This game runs on the Namco System 21 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.


- SERIES -


1. Starblade (1991)

2. Starblade 2 - ''Starblade : Operation Blue Planet'' (2002)


- STAFF -


Chief director : H. Nakatani

Assistant director : K. Kobayashi

Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori

Music and sound effects : Shinji Hosoe

Visual director : W. Yanagawa

Visual designers : N. Kumagai, M. Tejima, M. Kimura

Industrial designer : N. Yoshimatsu

Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida

Electrical designers : M. Yamada, O. Morita, M. Ito

Producers : K. Sawano, M. Yamada


- PORTS -


* Consoles :

Sega Mega-CD (1994)

3DO (1994)

Sony PlayStation (1995, "Starblade Alpha")

$end

$info=stargate,
$bio

Stargate (c) 11/1981 Williams.


- TRIVIA -


This game runs on the "Defender" hardware


While "Defender" was pretty hard, the sequel Stargate added another button! So Stargate had a total of six buttons and a joystick in use during game play!


Stargate was the first game designed by Vid kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vidkidz under contract. Stargate took four months to complete. All Vidkidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days. The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title.


- TIPS AND TRICKS -


* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows...

1) Joystick Down, Reverse, 1P Start and Thrust.

2) Reverse, 2P Start and Fire.

3) Joystick Down, 1P Start, Thrust and Fire.


* An Undocumented Feature : You need to have killed everything off in the wave except for one lander. There must be at least one humanoid on the ground. Wait for the lander to pick up the humanoid. Shoot the lander and catch the humanoid JUST before it hits the ground. The screen'll flash like mad and you will be awarded 2000, presumably for catching the humanoid and depositing it on the ground in the tiny interval before the wave ends.


* If you go in to the warp gate and press reverse and warp at the same time you will make the screen mess up. It will look like you are going super fast from left to right, kinda like a cardiograph at high speed. This will kill the game that you are playing.


- SERIES -


1. Defender (1980)

2. Stargate (1981)

3. Strikeforce (1991)


- STAFF -


Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER)


- PORTS -


* Consoles :

Atari 2600 (1984)

Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")

Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")

Sega Saturn (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation (1996, "Williams Arcade's Greatest Hits")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Nintendo Famicom


* Computers :

Commodore VC20 (1982)

Commodore C64 (1984, "Guardian")

PC [MS-DOS] (1995, "Williams Arcade Classics")

PC [Windows] (1996, "Williams Arcade Classics")


* Others :

VFD handheld game (1982) released by Entex.

$end

$info=starshp1,starshpp,
$bio

Starship 1 (c) 07/1977 Atari.

Game ID : 007513-007531


- TRIVIA -


Starship 1 is another fantastic Atari first. This incredibly realistic video sensation (at its time) goes where no game has gone before.


3,500 units were produced. The game uses a half-silvered mirror to reflect the image over a black light lit space background. The monitor has a '+' (a target crosshairs) taped directly onto the monitor to aid in lining up enemy ships.


At the end of a game, two different sayings will be displayed. One simply saying to deposit a quarter to be the captain of Starship 1, the other saying that 'Sensors detect another quarter in your pocket, deposit it to be the captain of Starship 1'. Pretty funny the first time you see it!


A Starship 1 unit appears in the 1978 movie 'Dawn of the Dead'.


- STAFF -


Designed and programmed by : Steve Mayer, Dave Shepperd, Dennis Koble (at Grass Valley)

$end

$info=stlforce,
$bio

Steel Force (c) 1994 Electronic Devices / Ecogames S.L.


- TRIVIA -


This game is a bad copy of the famous 1991 amiga game "Alien Breed". The characters move in the same manner and the backdrops are VERY similar to those of Alien Breed.


Electronic Devices is now called 'Elettronica Video Games', they are situated in the same place and they import arcade games in Italy.


- STAFF -


Programmed by : Javier Maura

Graphics by : Miguel A. Carrillo

$end

$info=sgunner,
$bio

Steel Gunner (c) 1990 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


The name of the police force is the Neo Arc PD (Neo = 'NEW' Arc = i.e. Newark, New Jersey). A clever play on words.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.


- SERIES -


1. Steel Gunner (1990)

2. Steel Gunner 2 (1991)


- STAFF -


Director : G. Iwasaki

Programmers : K. Nakamura, Y. Ohmori

Sound effects : Yoshie Takayanagi

Visual directors : H. Kikuchi, K. Mizuno

Visual designers : M. Kimura, Y. Mizushima, S. Sasaki, M. Tejima

Industrial designer : S. Tohyama

Mechanical designers : H. Igarashi, T. Ohara, J. Koyama

Electrical designers : O. Morita, T. Ohgane, J. Takano

Producers : K. Sawano, K. Tashiro

$end

$info=sgunner2,sgunnr2j,
$bio

Steel Gunner 2 (c) 1991 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.


- SERIES -


1. Steel Gunner (1990)

2. Steel Gunner 2 (1991)


- STAFF -


Directed by : G. Iwasaki

Director of photography : Y. Omori

Supervising editor : T. Hijiya

Production designer : H. Kikuchi

Supervisor of visual effects : M. Kimura

Set designer : T. Yamada

Visual effects : Y. Yaguchi

Creature created by : M. Fukuoka

Property master : M. Tsuchida

Sound effects and music composed by : Yoshie Takayanagi

$end

$info=steeltal,steelta1,steeltap,steeltag,
$bio

Steel Talons (c) 1991 Atari Games.

Game ID : 136087


- TRIVIA -


This game runs on the "Hard Drivin'" hardware.


- STAFF -


Staff : Ed Logg, Ed Rotberg (Gonzo)

Hardware designed by : Jed Margolin


- PORTS -


* Consoles :

Atari Lynx (1991)

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

$end

$info=sss,
$bio

Steep Slope Sliders (c) 1998 Capcom.


A snowboarding game. Select your boarder and perform as many tricks as you can, going as fast as possible down the hill before time runs out or the track ends. Courses include Canada, Italy and Japan.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV) and it's the first Capcom game on this hardware.

$end

$info=stellcas,
$bio

Stellar Castle (c) 1980 Elettronolo.


- TRIVIA -


This game is an Italian bootleg of "Star Castle".

$end

$info=stinger,stinger2,
$bio

Stinger (c) 1983 Seibu Denshi.


- TRIVIA -


This is the first game manufactured by Seibu Denshi.

$end

$info=stocker,
$bio

Stocker - Drive all the way from coast to coast ! (c) 1984 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


A Stocker unit appears in the 1986 movie 'The Color of Money'.


- STAFF -


Game designer : Dennis Koble

Art : Gary Johnson

Sound : Jesse Osbone

Additional support : Gary Levenberg, Bil Maher

Additional codes : Lee Actor, Rich Adam


- PORTS -


* Computers :

Commodore C64 (1988)

$end

$info=stompin,
$bio

Stompin' (c) 1986 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Original concept and programming : Jon Kinsting

Screen graphics : Bil Maher, Gary Johnson, Roger Hector

Cabinet graphics : Bob Flemate

Music and sounds : Jesse Osbone

Technical Advisor : Owen Rubin

$end

$info=stoneage,
$bio

Stone Age (c) 1991.


- TRIVIA -


This game is an Italian bootleg of "Caveman Ninja".


- UPDATES -


In this bootleg, the sound program is ripped from "Block Out" (by Technos).

$end

$info=stonebal,stoneba2,
$bio

Stone Ball (c) 1994 Art & Magic.

$end

$info=stmblade,
$bio

Storm Blade (c) 1996 Visco.


- TIPS AND TRICKS -


* Auto Fire : At the title screen, hold B and press Start, then choose any plane with the A button.


- STAFF -


Programmers : Nadu.S, N Joy and Cu, Manaby The Gambler

Graphic designers : Wep, Zero Nyan, Oda, Yayopin, Skip, Jack, Tuna, Hase Meg, Yukopon

Character designer : Tajiman

Music composer : Light Link Music

Producer : Tetsuo Akiyama

Director : Don Gabacho, Mr. Doo


* CAST :

Lucky : Shinichiro Miki

Alex : Kiyoyuki Yanada

Camel : Keiko Onodera

Kamikaze : Mahito Tsujimura

$end

$info=storming,
$bio

Storming Party (c) 1986 Taito.

Game ID : A64


- TRIVIA -


This game is also known as "Land Sea Air Squad" and is known in Japan as "Riku Kai Kuu Saizensen".


- STAFF -


Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro

$end

$info=strfbomb,
$bio

Strafe Bomb (c) 1981 Omni.


- TRIVIA -


This game is a bootleg of "Scramble".

$end

$info=sflush,
$bio

Straight Flush (c) 1979 Taito.

$end

$info=stratab,stratab1,
$bio

Strata Bowling (c) 08/1990 Strata / Incredible Technologies.


- TRIVIA -


The theme music to this has lyrics, as you will no doubt find out if you get a high score and deliberate over choosing your initials. The lyrics are :

It's the game of the Nineties, The hottest craze.

Bowl with a trackball, Everyone plays.

Do you wan-na go bowling? We'll show you how.

Press the start button, Play Strata Bowl now!


- STAFF -


Software : Richard Ditton, Larry Hodgson, Chris Oberth, Harry E Cline III

Hardware : Steve Jaskowiak, Scott Allie

Sales : John Cassiday

Support : Elaine Ditton, Jim Zielinski, Linda Koch

Sounds and music : David Thiel, Neil Falconer, Kyle Johnson, Leif Marwede

Publicity : Carol Tomme

$end

$info=stratgyx,stratgys,
$bio

Strategy X (c) 10/1981 Konami.

Game ID : GX306


- TRIVIA -


This game runs on the "Super Cobra" hardware.


Licensed to Stern for US manufacture and distribution (12/1981).


- PORTS -


* Consoles :

Atari 2600 (1981)

$end

$info=stratvox,
$bio

Stratovox (c) 08/1980 Sun Electronics.


- TRIVIA -


Licensed to Taito.


This game is also known as "Speak & Rescue".


Stratovox was the first game to have synthesized voices.

$end

$info=streakng,
$bio

Streaking (c) 10/1981 Shoei.


- TRIVIA -


This game appeared in the movie 'Joysticks' - Cabinet does not appear to be dedicated but the game is played and actual close ups of the screen are diplayed for a good amount of time.

$end

$info=strtdriv,
$bio

Street Drivin' (c) 1993 Atari Games.


- SERIES -


1. Hard Drivin' (1988)

2. Race Drivin' (1990)

3. Hard Drivin' II - Drive Harder (1991, Atari ST)

4. Hard Drivin' Airborne (1993)

5. Street Drivin' (1993)

$end

$info=stfight,stfighta,
$bio

Street Fight (c) 1986 Seibu Kaihatsu.


- TRIVIA -


Exclusively distributed in West Germany by TV-Tuning Videospiele GMBH. This game is known outside Germany as "Empire City : 1931".


- SERIES -


1. Street Fight (1986)

2. Dead Angle (1988)

$end

$info=sf1,sf1jp,sf1us,sf1p,
$bio

Street Fighter (c) 08/1987 Capcom.


The original! Ryu and Ken go after ten of the world's toughest brawlers. You've got a lot to learn before you defeat me!


- TRIVIA -


Capcom's first one-on-one fighting game.


The original location test version of this game used pressure sensitive pads (Mechatronics) to measure the three strengths of attack used in the game - the bonus stages were unregulated tests of strength where the harder you hit the pad, the more you would score. You can imagine how much abuse the machines took, apparently one individual climbed up on top of the machine and drop kicked it to get a high score. After a large number of injuries and a high damage bill, Capcom replaced the system with individual buttons for each strength - the now common 6 button layout.


'Ryu' can mean 'dragon' and 'Ken' mean 'fist' or 'punch'. The two names together roughly make the phrase 'dragon punch'. The dragon punch move has been copied over and over in most if not all subsequent fighting games released.


Ryu and Sagat were mostly based on 'Yoshiji Soeno', a 'Kyokushin Karate legend' and 'Reiba', the 'Dark Lord of Muaythai' from an old Japanese martial art comics called 'Karate Baka Ichidai'.


Mike Bison is Capcom's homage to Mike Tyson.


In the England (Birdie) stage a poster for 'The Velvet Underground' (a cult 1960's rock band) is clearly visible alongside another poster for 'Ian Dury and the Blockheads'. The Blockheads were a popular British pub-rock band who disbanded in 1982 but reformed in 1987 for a tour of Japan, two months before the release of this game. A third poster advertises 'Ristorante Donnaloia' an expensive Italian restaurant in Kobe, which still exists to this day. Also on this stage the name and likeness of at that time Capcom USA Vice President of Sales and Marketing 'Bill Cravens' is grafittied on the shutter in front of the 'Block Heads' pub.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.


- UPDATES -


The Japanese version :

* Has different words spoken for Ryu and Ken during their special moves than the other versions. Ryu and Ken shout 'hadoken!', 'shoryuken!' and 'tatsu-maki-senpuu-kyaku!' during respective special moves in the Japanese version, while they shout 'hellfire!', 'dragon punch!' and 'hurricane!' on all other versions.


The prototype version :

* Has no demo mode.

* Different colors on highscore table.

* Different hole on in the wall during the title screen.

* Is highly bugged.

* No digitized voice samples.

* Characters share stage music.

* Ryu's victory pose is visually different.

* Different sound effects for everything.

* Different intro/outro music.

* Must win three rounds to win the match.

* Typo in victory quote screen, 'Rut Don't Forget...' instead of 'But Don't Forget...'.

* No stage select when you start the game.

* The Hurricane Kick does not seem to be in the game.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Direction : Piston Takashi

Planner : Finish Hiroshi

Programmer : Fz 2151

Character designers : Crusher Ighi, Dabada Atsushi, Bonsoir Yuko, Ocan Miyuki, Bravo Ovu, Innocent Saicho

Sound and music : Yoshihiro Sakaguchi

Hard planner : Punch Kubozo

Mechatoronics : Strong Take, Radish Kamin


- PORTS -


* Consoles :

NEC PC Engine (1988, "Fighting Street")


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

Atari ST (1988)

Commodore Amiga (1988)

PC [MS-DOS]

$end

$info=sftm,sftm110,sftm111,sftmj,
$bio

Street Fighter - The Movie (c) 06/1995 Incredible Technologies.


Surprisingly competent and fast-paced digitized fighter based on the incredibly horrible movie, featuring fourteen selectable characters.


- TRIVIA -


This game tanked in arcades for two reasons. The first being that the Street Fighter live-action movie that this game is based on was universally panned by moviegoers and video game fans alike (read : the movie was TERRIBLE). The second reason was that many diehard Street Fighter fans just didn't find the digitized characters appealing, as they lacked the initial charm of the original sprites. What was overlooked, however, was that this is a decent fighting game in its own right and failed due to poor marketing and public squeamishness.


The arcade game mark's Raul Julia's second appearance in coin-ops, the first being the highly popular Addams Family pinball table. This makes him a member of a very exclusive club within arcade games : a man who lent his likeness and talents to a commercial triumph and a turkey within 5 years.


In the SFTM game, you can have Fei Long's theme as a secret theme, but Fei Long himself has no connections to the movie whatsoever. Why is that? According to documents at the time, the role that Fei Long was going to play was replaced by Captain Sawada, largely because there was not enough character development for Fei Long in SSF2.


* CAST :

Guile : Jean-Claude Van Damme

M. Bison : Raul Julia, Darko Tuscan

Chunli : Ming-Na Wen

Cammy : Kylie Minogue

Ryu : Byron Mann

Sagat : Wes Studi

Ken : Damian Chapa

Vega : Jay Tavare

Balrog : Grand L. Bush

Honda : Peter Twiasosopo

Zangief : Andrew Bryniarski

Sawada : Kenya Sawada

Akuma : Ernie Reyes, Sr.

Blade : Alan Noon


- UPDATES -


Revision 1 :

* Software version : 1.10


Revision 2 :

* Software version : 1.11


Revision 3 :

* Software version : 1.12


Revision 4 :

* Software version : 1.12N


- TIPS AND TRICKS -


* Extended Combo Mode : Hold the joystick Right then press Start then LK at the character select screen.


* Classic Soundtracks : To hear some classic soundtracks from Street Fighter II, enter these codes on the VS screen...

Ryu - LP, LP, MP

Vega - LP, LP, HP

Guile - LP, LP, LK

Sagat - LP, LP, MK

Ken - LP, LP, HK

Honda - MP, MP, LP

Chun Li - MP, MP, HP

Cammy - MP, MP, LK

Fei Long - MP, MP, MK

Balrog - MP, MP, HK

Blanka - HP, HP, LP

Bison - HP, HP, MP

Zangief - HP, HP, MK

Akuma - HP, HP, HK


* Fight Arkane : You must be fighting in Bison's lair. Look for Blade to appear in the background and press Start as soon as you see him.


* Fight Cyber : You must be fighting in the dungeon stage. Get a perfect on the first round and wait for the middle platform to fall, as soon as it falls press start and you'll find yourself face to face with Cyber.


* Random Character Select : Hold the joystick Up and press Start at the character select screen.


* Team Mode : Press Start then press HK at the character select screen.


* Easter Egg : If you press Start during a match on the Kommande Centre stage, the main television screen will display a short clip of Van Damme flexing his muscles for the camera.


- STAFF -


* Capcom :

Executive producers : Kenzo Tsujimoto, Takahito Yasuki, Yoshiki Okamoto, Tetsuya Iijima, Rene Lopez


* Incredible Technologies :

Executive producer : Elaine Ditton

Project manager : Leif Pran Marwede

Head programmer : Jane Siegrist

Art direction : Ralph Melgosa

Art coordinator : Jane Siegrist

Game designers : Leif Pran Marwede, Alan Noon

Programmers : Jane Siegrist, Leif Pran Marwede, Richard Ditton

Additional programmers : Tino Kalafatis, Mike Hanson, Steve Jaskowiak

Sounds : Kyle Johnson

Australia location crew : Elaine Ditton, Richard Ditton, Ralph Melgosa, Leif Pran Marwede, Alan Noon

Artists : Ralph Melgosa, Alan Noon, Bob Nagel, Scott Morrison

Additional art : Ed Reck, Donna Foshee, Andrew Dorizas, Jennifer Hedrick

Hardware designers : Steve Jaskowiak, Jeff Siegrist

Technical support : Terry Little, Ann Vonckx, Scott Allie, Ed Reck


- PORTS -


* Consoles : 

Sega Saturn (1995)

Sony PlayStation (1995)

$end

$info=sfa,sfar1,sfau,sfar2,sfar3,
$bio

Street Fighter Alpha - Warriors' Dreams (c) 06/1995 Capcom.

Game ID : CP-S II No. 11


The new look of the Street Fighter series, with ten characters including old favorites and new surprises.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan and Spain as "Street Fighter Zero".


This game runs on the Capcom Play System II hardware (CPS II).


The Street Fighter Alpha series of games take place between the original "Street Fighter" and "Street Fighter II". The scar on Sagat's chest in "Street Fighter II" is said to be from Ryu's Shouryuuken during the final battle in "Street Fighter". In 'SF Alpha', Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Nash was mentioned in Guile's ending in "Street Fighter II - The World Warrior" (Nash's name was changed to Charlie in the US). He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Alpha series, it must take place before "Street Fighter II - The World Warrior".


This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight M. Bison in the final battle.


Ryu / Guy stages :

The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name.

A "Street Fighter II - The World Warrior" poster can be seen in the window of this store.

The kanji on the small sign on the bath-house means 'Honda Bath'.

The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign.

In "Street Fighter Alpha 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it.

In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house.


Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".


Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan.


Change of Race : In "Street Fighter", Birdie looked caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's SFA3 winquotes (he was sick at the time of "Street Fighter") - just yet another excuse of covering up one of SF's (many) plotholes.


SME released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995.


- UPDATES -


In the Japanese version, Charlie is named 'Nash'.


- TIPS AND TRICKS -


* Play As Akuma : Put the cursor on the [?] on your side and hold Start, then press...

Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP).

Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP).


* Play As Mr. Bison : Put the cursor on the [?] on your side and hold Start, then press...

Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP).

Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP).


* Play As Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. To get the alternate costume (green) press HP, HK, MK, LK, LP, MP.


* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.

1) Have player one hold Start and press Up, Up.

2) Release Start then press Up, Up, LP.

3) Have player two hold Start and press Up, Up.

4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison.


* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK.


* Fight Against Akuma : Highlight a fighter at the character selection screen. Hold Start+HP+MK until Akuma appears and beats up your opponent on the first stage. You will now fight him instead.


* Fight Against Dan : Select any player. After each round ends, hold Start+LP+MP+HP until the next round starts. When Sagat or Adon are selected to be your opponents, the message 'Here comes a new challenger' will appear and Dan take their place.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi-

Programmers : Cham Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Hyper Shinchan, Super Sailor (Vega), Matsushita -Adon- Masakazu

Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Nakagawa Daisuke, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda

Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka

Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Yamamoto Setsuo (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy)

Sound designers : Hiroaki Kondo (X68K), Ryoji

Producer : Iyono Pon


* Voice Actors :

Ryu, Charlie : Toshiyuki Morikawa

Chun-Li : Yuko Miyamura

Ken Masters, Guy : Tetsuya Iwanaga

Adon, Birdie, Sodom : Wataru Takagi

Rose : Yuko Miyamura

Sagat : Miki Shinichiro

M. Bison : Tomomichi Nishimura


- PORTS -


* Consoles :

Sony PlayStation (1996)

Sega Saturn (1996)

Nintendo Game Boy Color (1999)


* Computers :

PC [Windows 9x]

$end

$info=sfa2,
$bio

Street Fighter Alpha 2 (c) 03/1996 Capcom.

Game ID : CP-S II No. 15


Eighteen Alpha fighters go head-to-head this time around, featuring a few Final Fight alumni.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan and Asia as "Street Fighter Zero 2".


This game runs on the Capcom Play System II hardware (CPS II).


Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".


In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the Final Fight characters that have gone on to other games are there.


Here is a list of cameo in Ken's Yacht stage :

* Eliza (It's her birthday afterall!)

* Captain Commando & Sho

* Strider Hiryu (wielding a teddy bear!)

* Lynn Kurosawa (from Alien Vs Predator)

* Morrigan, Felicia, Lord Raptor & Hsien-Ko (these last two are pretty much alive in this cameo, unlike in the Darkstalkers & Vampire Savior games!) :)

* Michelle Heart (from Legendary Wings as another waitress!)

* A few thugs from Final Fight (working as waiters?!!!)


Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the Art of Fighting series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in Alpha 3), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen" is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage.


The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for Alpha 3, changed it to E. Honda.


The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm.


Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996.


- UPDATES -


In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English...

(Character : Stage location)

Ryu : Suzaku Castle, Japan

(Sagat vs.) Ryu : a big prairie, Australia

Ken : San Francisco Bay, USA

Chun-Li : Beijing, China

Sagat : Ayuthaya Temple Ruins, Thailand

Adon : Bank of the Chao Phraya River, Thailand

Birdie : London Station Underground, England

Nash : Detroit Highway, USA

Guy : Metro City, USA

Rose : Genova City Port, Italy

Sodom : Arizona Desert, USA

Vega : Atop the VTOL, Brazil

(Nash vs.) Vega : Guiana Highlands - Great Waterfalls, Venezuela

Gouki : Gokuentou <Hellfire Island>, Japan

Dan : Temple Street, Hong Kong

Dhalsim : Bank of the Ganges River, India

Zangief : Bilsk Steelworks, USSR

Gen : Shanghai, China

Rolento : New York, USA

Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan


- TIPS AND TRICKS -


* Alternate Costume Colors : Highlight a fighter at the character selection screenand press LK, MK or HK.


* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume.


* Play As Satsui no Hadou ni Mezameta Ryuu (Translates as 'Ryu in which the surge of the intent to kill has awakened') : Highlight Ryu at the character selection screen, then press Start. Then highlight Adon, Akuma, Adon, then return to Ryu. Hold Start for five seconds, then press any attack button.


* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button.


* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight M. Bison for five seconds. Then highlight any character, release Start and press any attack button.


* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).


* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Zero 2 Alpha.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka

Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie)

Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku

Object designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata

Visual planner : Mucchi (Harvo.M)

Original artwork : Holyhomerun

Sound & voices : Hiroaki Kondo (X68K)

Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)

All sound producer by Arcade Sound team.

Producer : Noritaka Funamizu (poo)


* Voice Actors :

Ryu : Katashi Ishizuka

Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi

Chun-Li : Yuko Miyamura

Ken Masters, Guy : Tetsuya Iwanaga

Dhalsim : Yoshiharu Yamada

Sakura Kasugano : Yuko Sasamoto

Rolento Schugerg : Jin Yamanoi

Charlie : Toshiyuki Morikawa

Rose : Yuko Miyamura

Sagat : Miki Shinichiro

Akuma, M. Bison : Tomomichi Nishimura

Dan Hibiki : Osamu Hosoi


- PORTS -


* Consoles :

Nintendo Super Famicom (1996)

Sony PlayStation (1996)

Sega Saturn (1996)


* Computers :

PC [Windows 9x]

$end

$info=sfa3,sfa3b,sfa3r1,
$bio

Street Fighter Alpha 3 (c) 06/1998 Capcom.

Game ID : CP-S II No. 29


Twenty-five fighters mix it up to have a shot at Shin Bison in the height of his power! Featuring three fighting styles for each character.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan and Asia as "Street Fighter Zero 3".


This game runs on the Capcom Play System II hardware (CPS II).


Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses. The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Alpha" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time.


In Guy's stage there is a group from Final Fight cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo.


Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character.


The three ISMs have some symbolic meaning :

* X represents Super Street Fighter II X, or for non-Japanese audiences, Super Street Fighter II Turbo. That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Alpha 3 and Super Street Fighter II Turbo, mainly because of the Alpha 3 game engine.

* Z (or A for non-Japanese audiences) represents Zero (or Alpha). That is, it is closest to the style of the previous Alpha games.

* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar.


Attack of the Bison Dolls : Each Bison doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team.

1) Enero (January) from Spain uses a microphone.

2) Fevrier (February) from France uses a gun.

3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team.

4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts.

5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3.

6) Juni (June) is German and fights unarmed.

7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are).

8) Santamu (August) is Vietnamese, but of African heritage. She wields a spear and can also unleash a small monkey to attack for her.

9) Xiayu (September) is Chinese and wields the nunchaku.

10) Jianyu (October) is also Chinese and wields a staff.

11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes.

12) Decapre (December) is Russian and her appearance is similar to that of Cammy.


Cammy had tried to save the Bison dolls in her SFA3 ending because, due to the extent of their brainwashing, they would have died with Bison otherwise. It is said that the inspiration of the Bison dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from "Street Fighter 2" the Animated Movie.


Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998.


- UPDATES -


The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.


In the Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American verison (Alpha 3), with the more specific info being removed instead of being translated. Here is the list :

Adon : Khmer Historic Ruins, Thailand

Gouki : Oni Fang Cave, Japan

M. Bison, Vega, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version)

Birdie : Train Cemetery, England

Blanka : Madeira River branch - swampland, Brazil

Cammy : Mikonos Island, Greece

Nash : Frankfort Hangar, U.S.A.

Chun-Li : Zhidan Plaza, China

Cody : Metro City - City Police Detention Center, U.S.A.

Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan

Dhalsim : In front of Jaunpur Monument, India

E. Honda : Higashikomagata - Katomi kontou, Japan

Gen : Victoria Harbor, Hong Kong

Guy : Under 22nd Street overhead, U.S.A.

Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan

Ken : Hotel Masters, U.S.A.

R. Mika : Sardine Beach Special Ring, Japan

Rolento : New York Camouflagued Subway, U.S.A.

Rose : Palazzo Mistero (translated from Italian as Palace of Mystery), Italy

Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan

Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand

Sodom : Manhattan Building 49 F, U.S.A.

Balrog : Requena Spiral Tower, Spain

Zangief : Akademu Gorodowa blast furnace, U.S.S.R.


- TIPS AND TRICKS -


* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below :

Cream - (default color)

Green - Classical Mode

Red - Balrog, Juni and Juli become playable

Dark Blue - Mazi Mode

Purple - Saikyou Mode

Light Blue - Can select one of the three Battle Modes


* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.


* Hidden Characters : The three hidden charactes are Balrog, the boxer and Juni and Juli, two prototype 'dolls' created by Bison's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...

1) To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.

2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.

3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.


* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...

1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.

2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.

3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.


* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...

1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Final Bison for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.

2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.

3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.


* Secret Messages (This trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.


* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).


* Alternate Sodom BGM : When fighting against Sodom (VS o CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in "Final Fight".


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Noritaka Funamizu

Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05

Visual planner : Haruo Murata

Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu

Character designers : Akiman, Osusi

Title designer : Shoei

Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii

Scroll designers : Asae Nisituji-Ba, S.Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi

Main music composer : Takayuki Iwai (Anarchy Takapon)

Sub music composers : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata

Sound direction : Hiroaki Kondo (X68K)

Sound designers : Moe.T, Satoshi Ise

Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura. F. Katsusuke, Tomita Yoshihiro, Murata Akimori

Market producer : Kouji Nakajima

General producers : Noritaka Funamizu, Yoshiki Okamoto


* Voice Actors :

Ryu, Charlie : Toshiyuki Morikawa

Edmund Honda : Masashi Sugahara

Cody : Koichi Yamadera

Karin Kanzuki : Miho Yamada

Vega, Blanka : Yuji Ueda

Ken Masters, Guy : Tetsuya Iwanaga

Dhalsim : Yoshiharu Yamada

Sodom, Gen, Birdie : Wataru Takagi

Cammy, Juli, Juni : Akiko Koumoto

Adon, Zangief : Wataru Takagi

Rolento Schugerg : Jin Yamanoi

Sakura Kasugano : Yuko Sasamoto

Rose : Neya Michiko

Dan Hibiki : Osamu Hosoi

Rainbow Mika Nanakawa : Junko Takeuchi

Akuma, M. Bison : Tomomichi Nishimura

Chun-Li : Yuko Miyamura

Sagat : Miki Shinichiro

Balrog : Koichi Yamadera


- PORTS -


* Consoles :

Sony PlayStation (1998)

Sega Dreamcast (1999)

Sega Saturn (1999)

Nintendo Game Boy Advance (2002)

$end

$info=sfex,sfexa,sfexj,
$bio

Street Fighter EX (c) 11/1996 Arika / Capcom.


- TRIVIA -


EX stands for 'Extreme'.


This game runs on the Sony ZN-1 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX - PCCB-00241) on 21/02/1997.


- TIPS AND TRICKS -


* Play As Akuma : Highlight Ryu, hold Start and push Down(x3), Up(x4), then MP or MK to select Akuma.


* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.


* Play Against Garuda :

1) Get 2 perfects.

2) get 4 super finishes on last round.

3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).

4) And require minimum combo hits for each character :

* 6 hits : Allen, Darun.

* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.

* 8 hits : Guile, Hokuto, Skullomania, Kairi.

* 9 hits : Gouki.

* 11 hits : D.Dark.

* 12 hits : Chun-li.


* Unlock 4 Hidden Characters : If the game runs for 400 hours, the characters will be available automatically (move cursor to the left or right of Pullum or Skullomania).


* Skullomania's Alternative Colour : Hold start and press...

LP : Black (default)

MP : Red

HP : Purple

LK : Green

MK : Yellow

HK : Pink


- SERIES -


1. Street Fighter EX (1996)

2. Street Fighter EX Plus (1997)

3. Street Fighter EX2 (1998)

4. Street Fighter EX2 Plus (1999)

5. Street Fighter EX3 (Sony PlayStation)


- STAFF -


* Voice Actors :

Ryu : Ishizuka Katashi

Ken : Iwanaga Tetsuya

Chun Li : Miyamura Yuuko

Guile : Genda Tesshou

Zangief, Doctrine Dark : Takagi Wataru

Hokuto : Amano Yuri

Pullum Purna : Sakamoto Chika

Skullomania : Futamata Issei

Cracker Jack : Ginga Banjou

Kairi : Shiozawa Kaneto

Allen Snider : Hosoi Osamu

Darun Mister : Nagasako Takashi

Blair Dame : Tachibana Hikari

Gouki, Vega : Nishimura Tomomichi

Garuda : Hosoi Osamu

$end

$info=sfexp,sfexpj,
$bio

Street Fighter EX Plus (c) 03/1997 Arika / Capcom.


- TRIVIA -


This game runs on the Sony ZN-1 hardware.


- TIPS AND TRICKS -


* Play As B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.


* Play As B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...

1) At the character selection screen, highlight Akuma and press Start(x3).

2) Highlight Kairi and press Start Twice.

3) Highlight Hokuto and press MP or MK.


* Play As Beta : If Beta is in the ranking (appears after 200 hours after installation)...

1) At the character selection screen, highlight Pullum and press Start(x4).

2) Highlight Ryu and press Start(x3).

3) Highlight Blair and press MP or MK.


* Play As Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...

1) At the character selection screen, highlight Garuda and press Start(x5).

2) Highlight Guile and press Start(x4).

3) Highlight D.Dark and press MP or MK.


* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.


* Play Against Garuda :

1) Get 2 perfects.

2) get 4 super finishes on last round.

3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).

4) And require minimum combo hits for each character...

* 6 hits : Allen, Darun.

* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.

* 8 hits : Guile, Hokuto, Skullomania, Kairi.

* 9 hits : Gouki.

* 11 hits : D.Dark.

* 12 hits : Chun-li.

* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.


- SERIES -


1. Street Fighter EX (1996)

2. Street Fighter EX Plus (1997)

3. Street Fighter EX2 (1998)

4. Street Fighter EX2 Plus (1999)

5. Street Fighter EX3 (Sony PlayStation)


- STAFF -


* Voice Actors :

Ryu : Ishizuka Katashi

Ken : Iwanaga Tetsuya

Chun Li : Miyamura Yuuko

Guile : Genda Tesshou

Zangief : Takagi Wataru

Hokuto : Amano Yuri

Pullum Purna : Sakamoto Chika

Doctrine Dark : Takagi Wataru

Skullomania : Futamata Issei

Cracker Jack : Ginga Banjou

Kairi : Shiozawa Kaneto

Allen Snider : Hosoi Osamu

Darun Mister : Nagasako Takashi

Blair Dame : Tachibana Hikari

Gouki : Nishimura Tomomichi

Vega : Nishimura Tomomichi

Garuda : Hosoi Osamu


- PORTS -


* Consoles :

Sony PlayStation ("Street Fighter EX Plus Alpha")

$end

$info=sfex2,sfex2j,
$bio

Street Fighter EX2 (c) 03/1998 Arika / Capcom.


- TRIVIA -


This game runs on the Sony ZN-2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX2 - PCCB-00322) on 17/06/1998.


- TIPS AND TRICKS -


* Play As Kairi And Shadowgeist :

Player's code - The total of each entry in the Score Ranking should be equal or more than 500,000 points (one character per entry so all characters must be in the ranking with 500,000 points each).

Operator's code - Turn on the machine and go to Test Mode, go to the Color Menu and input the following button sequence using the Player1 side : HP, LP, LK, HK, MP, LP, LK, MK, LK, MK, MP, LP, HK, MK, MP, HP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Kairi and Shadowgeist are activated upon restart.


* Play As Nanase And Garuda : These extra characters can only be activated only after Kairi and Shadowgeist are activated.

Player's code - The total accumulated points of all entries in the Score Ranking should add up to equal or more than 28,000,000 points (including Kairi and Shadowgeist).

Operator's code - Turn on the machine and go to the Test Mode screen, go to the Color Menu and input the following button sequence using the Player1 side : MK, HK, HP, MP, LK, HK, HP, LP, HK, LK, LP, HP, MK, LK, LP, MP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Nanase and Garuda are activated upon restart.


* Play As Unmasked Vega : Select Vega as your character and at every VS screen before the fight, hold Start+LP+MK+HP and when the match begins Vega will not be wearing a mask during the next fight.


- SERIES -


1. Street Fighter EX (1996)

2. Street Fighter EX Plus (1997)

3. Street Fighter EX2 (1998)

4. Street Fighter EX2 Plus (1999)

5. Street Fighter EX3 (Sony PlayStation)


- STAFF -


Director : Akira Nishitani (Nin)

Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi

Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.

Modeling designer : Jun Matsumura

Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto

B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito

Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso

Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri

$end

$info=sfex2p,sfex2pj,sfex2pa,
$bio

Street Fighter EX2 Plus (c) 06/1999 Arika / Capcom.


- TRIVIA -


Developed by Arika for Capcom.


This game runs on the Sony ZN-2 hardware.


Suleputer released a limited-edition soundtrack album for this game on (Street Fighter EX 2 Plus - CPCA-1038) 19/02/2000.


- SERIES -


1. Street Fighter EX (1996)

2. Street Fighter EX Plus (1997)

3. Street Fighter EX2 (1998)

4. Street Fighter EX2 Plus (1999)

5. Street Fighter EX3 (Sony PlayStation)


- STAFF -


Director : Akira Nishitani (Nin)

Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi

Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.

Modeling designer : Jun Matsumura

Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto

B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito

Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso

Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri


- PORTS -


* Consoles :

Sony PlayStation

$end

$info=sf2yyc,
$bio

Street Fighter II - Champion Edition (YYC) (c) 1992 HCR.


- TRIVIA -


YYC is a hack of the world version (920313) of "Street Fighter II' - Champion Edition".


- UPDATES -


In this hacked version of SFII CE :

* Many 'Special' moves can be executed while in the air.

* Ability to change characters while in play, by hitting the 1 & 2 Player start buttons.

* Many distant attacks are launched in ZigZag.

* Some players have faster moving speeds.

$end

$info=sf2,sf2eb,sf2ja,sf2jc,sf2j,sf2ua,sf2ub,sf2ue,sf2ui,sf2uf,sf2ud,sf2uk,
$bio

Street Fighter II - The World Warrior (c) 02/1991 Capcom.

Game ID : CP-S No. 14


The entire fighting game phenomenon sprang forth directly from these eight selectable World Warriors and four boss characters. You could always tell that an arcade had Street Fighter II because you could hear the elephants roar loud and clear in Dhalsim's stage.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


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.


This game runs on the Capcom Play System hardware (CPS).


With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, had sued Capcom for using the name Ken since people would confuse our Street Fighter with that of Barbie's boyfriend. As such, Capcom gave a last name to Ken.


Fans of Street Fighter are well accustomed to the story of Sheng Long. Street Fighter II was already well popular in the arcades when the April issue of Electronic Gaming Monthly came out. There was a story about a secret character in SFII. His name : Sheng Long, the supposed master of Ryu and Ken. To reach him, you had to go a certain amount of matches against Bison without touching him. If that condition was fulfilled, Sheng Long would come up and kill Bison and you would fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and dealt much more damage. When the issue came out, millions literally pumped quarters into SFII machines, trying to get to this nonexistent character. Capcom had neither confirmed nor denied the Sheng Long story and it was only much later that EGM themselves admitted that it was just an April Fools' joke... or was it? 'Sheng Long' is the Chinese pronunciation of 'Shou Ryuu' (as in Shou Ryuu Ken).

For some reason, instead of writing 'Shou Ryuu Ken' or the English translation ('Rising Dragon Fist'), Capcom used the Chinese pronunciation of just the 'Shou Ryuu' part of 'Shou Ryuu Ken' for Ryu's victory quote : 'You must defeat Sheng Long to stand a chance'. People who saw this victory quote were understandably confused as to who or what this 'Sheng Long' was referring to.


Mike the Bison... : Many have conjectured whether Mike from "Street Fighter" is the same as Balrog (Mike Bison) from SFII. While Capcom of Japan confirms this, Capcom of America denies this (mainly from the possiblity of a Mike Tyson lawsuit). In Japan, as long as you change the name, you can basically rip off/make homage to a character and it would be 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 (Balrog has its roots in Nordic mythology, while Vega is a Hispanic name).


About Chun-Li : Chun-Li is notable for being one of the first successful and popular female video game protagonists. When Street Fighter II 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, very few female heroes in action-based video games. After the success of Street Fighter II and Chun-Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least one or two of them will be female; and there has been a number of games released since that have placed a woman or girl in the lead role.


Street Fighter merchandise : During SF's height of popularity (basically during the SF2 years), various pieces of merchandise were released, some relating to SFII and some relating to the SF movie. A quick rundown :

* SFII boardgame (1994, MB (Milton bradley)) - Control one of six world warriors as they try to defeat Bison before time runs out (you do have one mover per World Warrior, but the board only has enough space for six).

* SFTM Street Striker - One of many SFTM related merchandise (largely souped-up military equipment and Shadaloo base sets).


Mikhail Gorbachev, former Russian prime minister, appears in Zangief's ending.


Chun-Li means 'Spring Beauty'.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.


A Street Fighter II unit appears in the 2002 movie 'Friday After Next'.


- UPDATES -


Name changes between Japanese and US/World version :

* Mike Bison - Balrog

* Balrog - Vega

* Vega - Major Bison


None of the endings are translated 100% accurately from Japanese to English, but most are pretty close :

* Blanka's ending : In the US version, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby.

In the Japanese version 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 Vega's organization as 'the organization of evil' in the Japanese version.

In the US version, she calls it 'Bison's drug'.

This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game.

There is no mention of drugs in the Japanese version.

* Dhalsim's ending : Dhalsim says that the photograph is of him a long time ago.

In the US version, 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 US version, Guile's wife's name was changed from Julia to Jane.

His daughter was given the name Amy (She was not mentioned by name in the Japanese version, but her name is Chris).

Guile's dead friend Nash was renamed Charlie.

In the US version, Guile asks '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 version.

In the US version, 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 version, Julia only says that killing Vega won't bring Nash back.

She does not say that it would make him 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 2nd player 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 one quarter to see 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.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planners : Akira Nishitani (Nin), Akiman

Character designers : S. Y., Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S'Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura and Okazaki

Programmers : Shin, Marina, Macchan, Ecchro!!

Sound : Yoko Shimomura, Isao Abe (Oyaji-Oyaji)


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

Nintendo Famicom (1992, "Master Fighter II") : Bootleg by Yoko Soft

Nintendo Famicom (19??, "Mari Turbo Street Fighter III") : Bootleg including Super Mario as a new fighting character.

Nintendo Game Boy (1995)

Sony PlayStation (1998, "Capcom Generation 5")

Sega Saturn (1998, "Capcom Generation 5")


* Computers :

Commodore C64 (1992)

Amstrad CPC (1992)

Commodore Amiga (1992)

Atari ST (1992)

Sharp X68000 (1993)

Sinclair ZX Spectrum (1993)

PC [MS-DOS] (1993)


* Others :

LCD handheld game (19??) released by Tiger Electronics : It's basically a stripped down version of SFII, made to fit on a portable unit. You have two 'game types', basically whether you want to control either the character on the left or the character on the right. The player on the left could choose between Ryu, Ken and Guile, while the right-hand character could be one of Blanka, E. Honda and Zangief. Players could control the characters on a 'simplified layout' (ie. two buttons). Although special moves exist, keep in mind it's an LCD game - there aren't many (in fact Ryu and Ken are the only characters with two moves).

$end

$info=sf2v004,
$bio

Street Fighter II! - Champion Edition (V004) (c) 1992.


- TRIVIA -


V004 is a hack of "Street Fighter II' - Champion Edition".


- UPDATES -


In this hacked version of SFII CE :

* All characters may perform any special move in the air.

* The gameplay speed is much much faster.

$end

$info=sf2ce,sf2ceua,sf2ceub,sf2cej,sf2ceuc,
$bio

Street Fighter II' - Champion Edition (c) 03/1992 Capcom.


First follow-up to "Street Fighter II - The World Warriors". The first fighter to feature fights versus the same character! All four bosses are also enabled for play.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Capcom Play System hardware (CPS).


Various unofficial hacks of this game are known as "V004", "Accelerator Pt+.II", "Rainbow", "YYC", "Kouryu" and "Red Wave".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) 21/03/1991.


- UPDATES -


An enhanced version of "Street Fighter II - The World Warrior" :

* Added an alternate color scheme for each character and the ability to select boss characters (Vega, M. Bison, Balrog, Sagat).

* Each stage had different background colors from the original (mainly time of day changes).

* New moves were added for some characters.

* Chun Li and Vega's portraits have been recolored.

* Overall hit damage was reduced (favoring combos attacks instead of special moves).

* Special moves were tweaked a bit (ie : the fighting styles of Ryu and Ken were distinguishable from one another)

* The main title screen was changed from black to blue.

* Various cosmetic enhancements were made to each character's physical appearance.

* In the original SF2, Ryu's stage featured breakable 'Fuurinkazan' <Wind-Forest-Fire-Mountain> signs. These signs have been removed in this game and are never seen again in any of the subsequent versions of SF2.

* In Ken's stage in SF2 there were two barrels and a stack of boxes which were a single breakable item. In this game the there is just a single barrel in Ken's stage.

* Sagat's SF2 stage had a palm tree in the foreground. The palm tree is gone in this game and does not return.


- TIPS AND TRICKS -


* Characters stats : If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player 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 0013 0014 0015 0016


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.

0013 = No. of times M.Bison has been used.

0014 = No. of times Sagat has been used.

0015 = No. of times Balrog has been used.

0016 = No. of times Vega has been used.


* Special Ending : Finish the game on one quarter to see additional credit sequence.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Akira Nishitani (Nin), Akiman

Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki

Programmers : Shin., Marina, Macchan, Ecchro!!

Sound : Yoko Shimomura, Oyaji-Oyaji


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, "Street Fighter II Turbo - Hyper Fighting")

Sega Mega Drive (1993, "Street Fighter II' Special Champion Edition")

NEC PC Engine (1993)

Sega Master System (1997 - a brazilian port by TECTOY)

Sony PlayStation (1998, "Capcom Generation 5")

Sega Saturn (1998, "Capcom Generation 5")

$end

$info=sf2accp2,
$bio

Street Fighter II' - Champion Edition (Accelerator Pt+.II) (c) 1992 Testron.


- TRIVIA -


Accelerator Pt+.II (aka Final Victory) is a hack of "Street Fighter II' - Champion Edition".


- UPDATES -


In this hacked version of SFII CE :

* It is possible to change characters partway through the fight (with Start button).

* All characters may perform any special move in the air.

* M. Bison's Psycho Crusher does not make a sound when it is performed.

* Ryu's dragon punch (with HP) moves across the entire screen.

* Ryu's Hurricane kick (with HK) moves across the entire screen.

* Ken and Ryu "Fireballs" LP : bounce slowly across screen. MP : angle downward. HP : angle upward.

$end

$info=sf2koryu,
$bio

Street Fighter II' - Champion Edition (Kouryu) (c) 1992 Yu.


- TRIVIA -


Kouryu is a hack of "Street Fighter II' - Champion Edition".

$end

$info=sf2rb,sf2rb2,
$bio

Street Fighter II' - Champion Edition (Rainbow) (c) 1992 Hung Hsi.


- TRIVIA -


Rainbow is a hack of "Street Fighter II' - Champion Edition".


- UPDATES -


In this hacked version of SFII CE :

* Ability to change characters while in play, by hitting the 1 & 2 Player start buttons.

* Players have different behaviours and speeds for their projectile weapons. They can also have more than one of them 'active' at a time.

* Players that did not have projectile weapons now have one.

* 'Air Throws' can be executed on players that are on the ground.

* Many 'Special' moves can be executed while in the air.

* Some players have faster moving speeds.

$end

$info=sf2red,
$bio

Street Fighter II' - Champion Edition (Red Wave) (c) 1992.


- TRIVIA -


Red Wave is a hack of "Street Fighter II' - Champion Edition".


- UPDATES -


In this hacked version of SFII CE :

* It is possible to change characters partway through the fight by hold Start button (as a roulette).

* Many 'Special' moves can be executed while in the air.

$end

$info=sf2hf,sf2t,
$bio

Street Fighter II' - Hyper Fighting (c) 12/1992 Capcom.


The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in Japan as "Street Fighter II' Turbo - Hyper Fighting".


This game runs on the Capcom Play System hardware (CPS).


This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game.


The Hyper Fighting upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct sucessor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the SFII series.


What's news :

* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.

* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version).

* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition).

* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced.


- TIPS AND TRICKS -


* Special Ending : Finish the game on one quarter to see additional credit sequence.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1993, "Street Fighter II' Special Champion Edition")

$end

$info=sf2tj,
$bio

Street Fighter II' Turbo - Hyper Fighting (c) 12/1992 Capcom.


The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Street Fighter II' - Hyper Fighting".


This game runs on the Capcom Play System hardware (CPS).


This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game.


The 'Turbo - Hyper Fighting' upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct sucessor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the series.


What's new :

* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.

* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison (Vega in the Japanese version).

* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition).

* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced.


- TIPS AND TRICKS -


* Special Ending : Finish the game on one quarter to see additional credit sequence.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1993, "Street Fighter II' PLUS")

Sony PlayStation (1998, "Capcom Generation 5")

Sega Saturn (1998, "Capcom Generation 5")

$end

$info=sfiii,
$bio

Street Fighter III - New Generation (c) 02/1997 Capcom.


A New Generation of Street Fighters! Features larger characters sprites than previous Street Fighter games with the smoothest, most detailed 2D animation ever made at the time of its release, a level of quality that is yet to be matched by any other 2D game outside of the Street Fighter III series as of 2004; some complain that too many things are animated and each animation contains too many frames, slowing down the pace of the game.


- TRIVIA -


This game runs on the Capcom Play System III hardware (CPS III).


According to Capcom's flyer for this game, this game has character animations that are animated at 64 frames per second at the maximum.


The marquee simply refers to this game as 'Three'.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


* Voice Actors :

Ryu, Yun Lee : Wataru Takagi

Ken Masters, Yang Lee : Koji Tobe

Sean Matsuda : Isshin Chiba

Ibuki : Yuri Amano

Elena : Kaoru Fujino

Oro : Kan Tokumaru

Alex, Necro : Michael X. Sommers

Dudley, Gill : Bruce Robertson


- PORTS -


* Consoles :

Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact")

$end

$info=sfiii2,
$bio

Street Fighter III - Second Impact : Giant Attack (c) 1998 Capcom.


- TRIVIA -


This game runs on the Capcom Play System III hardware (CPS III).


The 'Giant Attack' subtitle refers to the two huge characters that are added to the Street Fighter III series with this game : Hugo and Urien.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


* Voice Actors :

Ryu, Yun Lee : Wataru Takagi

Ken Masters, Yang Lee : Koji Tobe

Sean Matsuda : Isshin Chiba

Ibuki : Yuri Amano

Elena : Kaoru Fujino

Oro : Kan Tokumaru

Urien : Yuji Ueda

Akuma : Tomomichi Nishimura

Alex, Necro : Michael X. Sommers

Dudley, Gill : Bruce Robertson

Hugo : Len Carlson 


- PORTS -


* Consoles : 

Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact")

$end

$info=sfiii3,
$bio

Street Fighter III - Third Strike : Fight For The Future (c) 1999 Capcom.


- TRIVIA -


This game runs on the Capcom Play System III hardware (CPS III).


'Q' is a rip off of Tekkaman from the manga, Babil Nisei.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Character Design : Who, Ikusan Z, D=Kurita, Chimorin Shogun, Sibaki, Chunzenji&Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya-T, Seiji Yano, Naoi"Hell"Ryosuke, Tomo, Hirano=Daichi, Izumi.N, Akiman

Scroll Design : Imahori 75%, Sugiyama 50%, Youko Fukumoto, Yuki Kyoutani, Sawatch, Atsushi, Ryo Uno, Yusuke Saiwai, Kenichi Yamahashi

Original Artwork : Daigoro, Harumaru

Title Logo Design : Y.Uchida

Instruction Design : Sakomizu

Programming : Kazuhito Nakai, Nobuya"LT1"Yoshizumi, Yuko Kawamura(Tate), Hiroshi Nakagawa(Raoh), Y&M.Inada(Ine), Masahito Oh!Ya!, Akihiro &#9734; Yokoyama

Sound Effect Design : Satoshi Ise, Y.Sandou

Music Compose : H.Okugawa

Sound Design : Kazuya Takimoto

Sound Management Director : Yoshinori Ono

Song Writers for Third Strike, Let's Get It On and Moving On : Infinite/hideki

Song Arrangement : hideki

Vocals : Infinite (Courtesy of Lock Down Entertainment Inc.)

Recording Engineer : Yutaka Shinoyama(Victor St.) (Lock Down Entertainment Inc.)

Mix Engineer : Paul Shubat (Lock Down Entertainment Inc.)

Assistant Engineer : Vladimir Nikolic (Lock Down Entertainment Inc.)

Artist Management : Cain (Lock Down Entertainment Inc.)

Planning : Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36

Message Translator : Eric Suzuki, Dan Okada, Chris Tang

Producer : Noritaka Funamizu, Kouji Nakajima

General Producer : Yoshiki Okamoto


* Voice Actors :

Ryu : Touru Ohkawa

Ken Masters : Yuji Kishi

Sean Matsuda : Mitsuo Iwata

Yun Lee : Kentaro Itou

Yang Lee : Masakazu Suzuki

Ibuki : Yuri Amano

Elena : Mie Midori

Oro : Takashi Matsuyama

Akuma : Tomomichi Nishimura

Makoto : Makoto Tsumura

Remy : Eiji Sekiguchi

Chun-Li, Poison : Atsuko Tanaka

Urien, Necro, Twelve, Gill : Lawrence Bayne

Alex : Patrick Gallagan

Dudley : Francis Diakewsky

Q, Hugo : Len Carlson


- PORTS -


* Consoles : 

Sega Dreamcast (2000)

Sony PlayStation 2 (2004)

Microsoft Xbox (2004 "Street Fighter Anniversary Collection")

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Street Fighter Zero (c) 06/1995 Capcom.

Game ID : CP-S II No. 11


The new look of the Street Fighter series, with ten characters including old favorites and new surprises.

Controlled with an 8-way joystick ad six buttons.


- TRIVIA -


This game is known outside Japan as "Street Fighter Alpha - Warriors' Dreams".


This game runs on the Capcom Play System II hardware (CPS II).


The SF Zero series of games take place between the original "Street Fighter" and "Street Fighter II - The World Warrior". The scar on Sagat's chest in "Street Fighter II - The World Warrior" is said to be from Ryu's Shouryuuken during the final battle in "Street Fighter". In SF Zero, Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Nash was mentioned in Guile's ending in "Street Fighter II - The World Warrior" (Nash's name was changed to Charlie in the US). He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Zero series, it must take place before "Street Fighter II - The World Warrior".


This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight Vega in the final battle.


Ryu / Guy stages :

The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name.

A "Street Fighter II - The World Warrior" poster can be seen in the window of this store.

The kanji on the small sign on the bath-house means 'Honda Bath'.

The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign.

In "Street Fighter Zero 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it.

In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house.


Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".


Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan.


Change of Race : In "Street Fighter", Birdie looked caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Zero 3" winquotes (he was sick at the time of "Street Fighter") - just yet another excuse of covering up one of SF's (many) plotholes.


SME released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995.


- UPDATES -


In the non-Japanese version, Nash is named 'Charlie'.


- TIPS AND TRICKS -


* Play As Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP.

To get the alternate costume (green) press HP, HK, MK, LK, LP, MP.


* Play As Gouki : Put the cursor on the [?] on your side and hold Start, then press...

Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP)

Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP)


* Play As Vega (M. Bison) : Put the cursor on the [?] on your side and hold Start, then press...

Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP)

Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP)


* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.

1) Have player one hold Start and press Up, Up.

2) Release Start then press Up, Up, LP.

3) Have player two hold Start and press Up, Up.

4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison.


* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK.


* Fight Against Gouki : Highlight a fighter at the character selection screen. Hold Start+HP+MK until Akuma appears and beat ups your opponent on the first stage. You will now fight him instead.


* Fight Against Dan : Select any player. After each round ends, hold Start+LP+MP+HP until the next round starts. When Sagat or Adon are selected to be your opponents, the message 'Here comes a new challenger' will appear and Dan take their place.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi-

Programmers : Cham Cho Choy, Egw, 'Tege Killer' Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Hyper Shinchan, Super Sailor (Vega), Matsushita -Adon- Masakazu

Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Nakagawa Daisuke, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda

Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka

Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Yamamoto Setsuo (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy)

Sound designer : Hiroaki Kondo (X68K), Ryoji

Producer : Iyono Pon


* Voice Actors :

Ryu, Charlie : Toshiyuki Morikawa

Chun-Li : Yuko Miyamura

Ken Masters, Guy : Tetsuya Iwanaga

Adon, Birdie, Sodom : Wataru Takagi

Rose : Yuko Miyamura

Sagat : Miki Shinichiro

M. Bison : Tomomichi Nishimura


- PORTS -


* Consoles :

CPS Changer (1995) : was ported down to the CPS Changer, which makes the game look, move and sound noticeably worse than the original CPS2 version.

Sony PlayStation (1995)

Sega Saturn (1996)

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Street Fighter Zero 2 (c) 02/1996 Capcom.

Game ID : CP-S II No. 15


Eighteen Alpha fighters go head-to-head this time around, featuring a few "Final Fight" alumni.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known in US as "Street Fighter Alpha 2".


This game runs on the Capcom Play System II hardware (CPS II).


Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".

In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the "Final Fight" characters that have gone on to other games are there.


Here is a list of cameo in Ken's Yacht stage :

* Eliza (It's her birthday afterall!)

* "Captain Commando" & Sho

* "Strider Hiryu" (wielding a teddy bear!)

* Lynn Kurosawa (from Alien Vs Predator)

* Morrigan, Felicia, Lord Raptor & Hsien-Ko (these last two are pretty much alive in this cameo, unlike in the Darkstalkers & Vampire Savior games!) :)

* Michelle Heart (from "Legendary Wings" as another waitress!)

* A few thugs from "Final Fight" (working as waiters?!!!)


Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the "Art of Fighting" series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in "Street Fighter Zero 3"), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen' is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage.


The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for "Street Fighter Zero 3", changed it to E. Honda.


The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm.


Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996.


- UPDATES -


In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English...

(Character : Stage location)

Ryu : Suzaku Castle, Japan

(Sagat vs.) Ryu : a big prairie, Australia

Ken : San Francisco Bay, USA

Chun-Li : Beijing, China

Sagat : Ayuthaya Temple Ruins, Thailand

Adon : Bank of the Chao Phraya River, Thailand

Birdie : London Station Underground, England

Nash : Detroit Highway, USA

Guy : Metro City, USA

Rose : Genova City Port, Italy

Sodom : Arizona Desert, USA

Vega : Atop the VTOL, Brazil

(Nash vs.) Vega : Guiana Highlands - Great Waterfalls, Venezuela

Gouki : Gokuentou <Hellfire Island>, Japan

Dan : Temple Street, Hong Kong

Dhalsim : Bank of the Ganges River, India

Zangief : Bilsk Steelworks, USSR

Gen : Shanghai, China

Rolento : New York, USA

Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan


- TIPS AND TRICKS -


* Alternate Costume Colors : Highlight a fighter at the character selection screenand press LK, MK or HK.


* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume.


* Play As Satsui no Hadou ni Mezameta Ryuu (Translates as 'Ryu in which the surge of the intent to kill has awakened') : Highlight Ryu at the character selection screen, then press Start. Then highlight Adon, Akuma, Adon, then return to Ryu. Hold Start for five seconds, then press any attack button.


* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button.


* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight M. Bison for five seconds. Then highlight any character, release Start and press any attack button.


* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).


* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Zero 2 Alpha.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka

Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie)

Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku

Object Designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata

Visual planners : Mucchi (Harvo. M)

Original artwork : Holyhomerun

Sound & voice : Hiroaki Kondo (X68K)

Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)

All sound produce by Arcade Sound team.

Producer : Noritaka Funamizu (poo)


* Voice Actors :

Ryu : Katashi Ishizuka

Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi

Chun-Li : Yuko Miyamura

Ken Masters, Guy : Tetsuya Iwanaga

Dhalsim : Yoshiharu Yamada

Sakura Kasugano : Yuko Sasamoto

Rolento Schugerg : Jin Yamanoi

Charlie : Toshiyuki Morikawa

Rose : Yuko Miyamura

Sagat : Miki Shinichiro

Akuma, M. Bison : Tomomichi Nishimura

Dan Hibiki : Osamu Hosoi


- PORTS -


* Consoles :

Sony PlayStation (1996)

Sega Saturn (1996)

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Street Fighter Zero 2 Alpha (c) 08/1996 Capcom.

Game ID : CP-S II No. 18


Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Street Fighter Alpha 2 Gold".


This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Gouki Mode' and 'Survival'.


This game runs on the Capcom Play System II hardware (CPS II).


- TIPS AND TRICKS -


* Two vs. One Battle : Hold LP+MP+HK and press Start at the start screen.


* Fight Shin Gouki : Hold MK+MP and press Start at the start screen.


* Survival Battle : Hold LP+MP+HP and press Start at the start screen.


* SFII' Versions Of Ryu, Ken, Sagat, Vega, Dhalsim, Zangief : Highlight the character and press Start.


* Satsui No Hadou Ni Mezameta Ryu : Highlight Ryu and press Start twice.


* SFII Costume Chun-Li, SFII' Chun-Li : Highlight Chun-Li and press Start once for SFII costume Chun-Li, twice for SFII' Chun-Li.


* Alternate Colors For Sakura : Highlight Sakura and press Start(x5).


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka

Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Hyper Shinchan, Super Sailor (Birdie)

Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku

Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata

Visual planner : Mucchi (Haruo. M)

Original artwork : Holyhomerun

Sound & voices : Hiroaki Kondo (X68K)

Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)

All sound produced by Arcade Sound Team.

Producer : Noritaka Funamizu (Poo)


* Voice Actors :

Ryu : Katashi Ishizuka

Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi

Chun-Li : Yuko Miyamura

Ken Masters, Guy : Tetsuya Iwanaga

Dhalsim : Yoshiharu Yamada

Sakura Kasugano : Yuko Sasamoto

Rolento Schugerg : Jin Yamanoi

Nash : Toshiyuki Morikawa

Rose : Yuko Miyamura

Sagat : Miki Shinichiro

Gouki, Vega : Tomomichi Nishimura

Dan Hibiki : Osamu Hosoi


- PORTS -


* Consoles :

Sega Saturn ("Street Fighter Zero 2 Dash")

Sony PlayStation ("Street Fighter Zero 2 Dash")

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Street Fighter Zero 3 (c) 06/1998 Capcom.

Game ID : CP-S II No. 29


Twenty-five fighters mix it up to have a shot at Shin Bison in the height of his power! Featuring three fighting styles for each character.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Street Fighter Alpha 3".


This game runs on the Capcom Play System II hardware (CPS II).


Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses.


The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in "Street Fighter" was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time.


In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo.


Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character.


The three ISMs have some symbolic meaning :

* X represents "Super Street Fighter II X", or for non-Japanese audiences, "Super Street Fighter II Turbo". That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and "Super Street Fighter II Turbo", mainly because of the Zero 3 game engine.

* Z (or A for non-Japanese audiences) represents Zero (or Alpha). That is, it is closest to the style of the previous Alpha games.

* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar.


Attack of the Bison Dolls : Each Bison doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team.

1) Enero (January) from Spain uses a microphone.

2) Fevrier (February) from France uses a gun.

3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team.

4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFZ3, Aprile's brother had asked Rose to find her whereabouts.

5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3.

6) Juni (June) is German and fights unarmed.

7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are).

8) Santamu (August) is Vietnamese, but of African heritage. She wields a spear and can also unleash a small monkey to attack for her.

9) Xiayu (September) is Chinese and wields the nunchaku.

10) Jianyu (October) is also Chinese and wields a staff.

11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes.

12) Decapre (December) is Russian and her appearance is similar to that of Cammy.


Cammy had tried to save the Bison dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Bison otherwise. It is said that the inspiration of the Bison dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie.


Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998.


- UPDATES -


The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.


In the Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American verison (Alpha 3), with the more specific info being removed instead of being translated. Here is the list :

Adon : Khmer Historic Ruins, Thailand

Gouki : Oni Fang Cave, Japan

M. Bison, Vega, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version)

Birdie : Train Cemetery, England

Blanka : Madeira River branch - swampland, Brazil

Cammy : Mikonos Island, Greece

Nash : Frankfort Hangar, U.S.A.

Chun-Li : Zhidan Plaza, China

Cody : Metro City - City Police Detention Center, U.S.A.

Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan

Dhalsim : In front of Jaunpur Monument, India

E. Honda : Higashikomagata - Katomi kontou, Japan

Gen : Victoria Harbor, Hong Kong

Guy : Under 22nd Street overhead, U.S.A.

Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan

Ken : Hotel Masters, U.S.A.

R. Mika : Sardine Beach Special Ring, Japan

Rolento : New York Camouflagued Subway, U.S.A.

Rose : Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy

Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan

Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand

Sodom : Manhattan Building 49 F, U.S.A.

Balrog : Requena Spiral Tower, Spain

Zangief : Akademu Gorodowa blast furnace, U.S.S.R.


- TIPS AND TRICKS -


* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below...

Cream - (default color)

Green - Classical Mode

Red - Balrog, Juni and Juli become playable

Dark Blue - Mazi Mode

Purple - Saikyou Mode

Light Blue - Can select one of the three Battle Modes


* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.


* Hidden Characters : The three hidden characters are Balrog, the boxer and Juni and Juli, two prototype 'dolls' created by Bison's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...

1) To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.

2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.

3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.


* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...

1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.

2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.

3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.


* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...

1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Final Bison for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.

2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.

3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.


* Secret Messages (This trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.


* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).


* Alternate Sodom BGM : When fighting against Sodom (VS o CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in Final Fight.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planner : Noritaka Funamizu

Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05

Visual planner : Haruo Murata

Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Hyper Shinchan, 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu

Character designers : Akiman, Osusi

Title designer : Shoei

Object designers : Eripyon.N  (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, Yu-Ten.Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii

Scroll designers : Asae Nisituji-Ba, S. Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi

Main music composer : Takayuki Iwai (Anarchy Takapon)

Sub music composer : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata

Sound direction : Hiroaki Kondo (X68K)

Sound designers : Moe.T, Satoshi Ise

Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori

Market producer : Kouji Nakajima

General producers : Noritaka Funamizu, Yoshiki Okamoto


* Voice Actors :

Ryu : Toshiyuki Morikawa

Edmund Honda : Masashi Sugahara

Cody : Koichi Yamadera

Karin Kanzuki : Miho Yamada

Vega, Blanka : Yuji Ueda

Ken Masters : Tetsuya Iwanaga

Dhalsim : Yoshiharu Yamada

Sodom, Zangief, Adon, Gen, Birdie : Wataru Takagi

Cammy, Juli, Juni : Akiko Koumoto

Rolento Schugerg : Jin Yamanoi

Sakura Kasugano : Yuko Sasamoto

Rose : Neya Michiko

Dan Hibiki : Osamu Hosoi

Guy : Tetsuya Iwanaga

Rainbow Mika Nanakawa : Junko Takeuchi

Akuma, M. Bison : Tomomichi Nishimura

Chun-Li : Yuko Miyamura

Charlie : Toshiyuki Morikawa

Sagat : Miki Shinichiro

Balrog : Koichi Yamadera 

Narrator : Greg Irwin


- PORTS -


* Consoles :

Sony PlayStation (1998)

Nintendo Game Boy Advance (2002, "Street Fighter Zero 3 Upper")

Sega Dreamcast

Sega Saturn

$end

$info=sfootbal,
$bio

Street Football (c) 11/1986 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Software and game designer : Lee Actor

Screen graphics designer : Gary Johnson

Sounds : Jesse Osborne

$end

$info=strtheat,
$bio

Street Heat (c) 1985 Epos.

$end

$info=strhoop,
$bio

Street Hoop (c) 12/1994 Data East.

Game ID : 0079


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in the US as "Street Slam" and in Japan as "Dunk Dream".


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Producer : Iwao Horita

Game designer : Atsushi Kaneko

Soft : Mitsutoshi Bono, K Minegishi, Mya

Graphic designers : Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chan, Kim, takayuki Tanaka

Music and Sound effects : Mr K Dynamite, Koremasa


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=streetsm,streets1,streetsw,streetsj,
$bio

Street Smart (c) 08/1989 SNK.

Game ID : A8007 'S2'


You begin by choosing one of two fighters (either a blond guy, or a dark haired guy in karate gear). Then you are whisked away to one of many cities on the map to have a battle. The opponents are tough, but simple. This game has no special moves (and has only punch, kick, and jump buttons), and all characters have insanely high energy. So you pretty much just wail away at each other with punches and kicks until someone falls down. An ambulance will show up to haul away your defeated opponent, and a girl in the audience will come out to congratulate you.


- TRIVIA -


Street Smart was SNK's answer to the original "Street Fighter" game made by Capcom.


This game could have been a hit (there were almost no fighting games on the market at the time), but they made one fatal mistake. That mistake was making the game co-operative in two player mode. Instead of battling each other, a second enemy would spawn, and the players would work together against both of them. That completely took all the fun and excitement out of playing this game in two player mode. "Street Fighter II - The World Warrior" was released about a year later, and most Street Smart games were quickly converted into them.


This game is JAMMA compatible, and requires a cabinet with a horizontal monitor. Operators could only buy this game as a kit (no dedicated cabinets were produced).


The music of the first stage of Street Smart was recycled later in "Fatal Fury - King of Fighters" in a 2-player battle.


- STAFF -


Boss : Eikichi Kawasaki

Boss 2 : Mr. Hasegawa

Programmers : Konny, Fujimoto

Sound : Tarkun

Producer : Akira. G

Head Designer : Isuka Michi

Designers : Kamada, Ishimoto, Tomoni. M, Sick Of, Mitsuzo, Miyoshi, Asako

Hardware : Koike


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=strnskil,
$bio

Strength & Skill (c) 1984 Sun Electronics.

Game ID : TVG15


- TRIVIA -


This game is known in Japan as "The Guiness".

$end

$info=strider,stridrua,
$bio

Strider (c) 03/1989 Capcom.


In the side-scrolling platform game, the player takes control of Strider Hiryu, a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon'), between Earth and its original moon in order to rule earth and continue observation. The year is 2048. Armed with a sword known as a 'Falchion', Hiryu must travel around the globe (including the Soviet Union and the Amazon Rainforest) to find and destroy the evil being. Throughout his travels Strider encounters many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook — an aspect which set the game apart from other platformers.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Strider Hiryu".


Running on the Capcom Play System hardware (CPS), Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes.


Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga.


As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population.


Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes".

One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes".


Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.


- UPDATES -


On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient.


In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire.


In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword.


- SERIES -


1. Strider (1989)

2. Strider 2 (1999)


- STAFF -


Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin

Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro

Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa

Music by : Junko Tamiya

Planning advisers : Arthur, Yossan

Game planner : I Suke


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Mega Drive (1990)

Sega Master System (1991)

NEC PC Engine CD

Sony PlayStation (included with the Playstation port of "Strider 2")


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Sharp X68000 (1989)

Commodore Amiga (1989)

Amstrad CPC (1990)

PC [MS-DOS, 5.25''] (1990)

$end

$info=strider2,stridr2a,
$bio

Strider 2 (c) 12/1999 Capcom.


- TRIVIA -


This game is known in Japan as "Strider Hiryu 2".


This game runs on the Sony ZN-2 hardware.


Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000.


- SERIES -


1. Strider (1989)

2. Strider 2 (1999)


- STAFF -


Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI

Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome

Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko

Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan

Designers : Shoei, Nezumi Otoko, Harumaru

Music composers : Setsuo, Etsuko

Sound effects : Ryoji, Sandou

Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda

Producer : Noritaka Funamizu

General producer : Yoshiki Okamoto


- PORTS -


* Consoles :

Sony PlayStation

$end

$info=striderj,stridrja,
$bio

Strider Hiryu (c) 03/1989 Capcom.


In the side-scrolling platform game, the player takes control of Strider Hiryu, a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon'), between Earth and its original moon in order to rule earth and continue observation. The year is 2048. Armed with a sword known as a 'Falchion', Hiryu must travel around the globe (including the Soviet Union and the Amazon Rainforest) to find and destroy the evil being. Throughout his travels Strider encounters many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook — an aspect which set the game apart from other platformers.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Flying Dragon Strider'.


This game is known outside Japan as "Strider".


Running on the Capcom Play System hardware (CPS), Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes.


Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga.


As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population.


Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes".

One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes".


Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.


- UPDATES -


On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient.


In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire.


In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword.


- SERIES -


1. Strider Hiryu (1989)

2. Strider Hiryu 2 (1999)


- STAFF -


Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin

Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro

Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa

Music by : Junko Tamiya

Planning advisers : Arthur, Yossan

Game planner : I Suke

$end

$info=shiryu2,
$bio

Strider Hiryu 2 (c) 12/1999 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Flying Dragon Strider 2'.


This game is known outside Japan as "Strider 2".


This game runs on the Sony ZN-2 hardware.


Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000.


- SERIES -


1. Strider Hiryu (1989)

2. Strider Hiryu 2 (1999)


- STAFF -


Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI

Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome

Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko

Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan

Designers : Shoei, Nezumi Otoko, Harumaru

Music composers : Setsuo, Etsuko

Sound effects : Ryoji, Sandou

Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda

Producer : Noritaka Funamizu

General producer : Yoshiki Okamoto

$end

$info=sbowling,
$bio

Strike Bowling (c) 1982 Taito.

$end

$info=strkzone,
$bio

Strike Zone Baseball (c) 02/1988 Leland Corp.


- SERIES -


1. World Series - The Season (1985)

2. Baseball The Season II (1987)

3. Super Baseball Double Play Home Run Derby (1987)

4. Strike Zone Baseball (1988)

$end

$info=strkforc,
$bio

Strikeforce (c) 02/1991 Midway.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


- TIPS AND TRICKS -


* To reach the ultimate bad guy without having to go through the entire enemy starship, you just play the LEFT player, and get yourself killed at the far LEFT end of the starship (the very beginning). When you reincarnate, you'll be at the far RIGHT end of the board, past the wall (or IN the wall if you weren't far enough left). The boss will not appear until you move to the left past where he should be (though things will start firing at you immediately). Kill the boss, get your free credit, start again. ;)


* Strategy Tip : Kill dreadnoughts with one timewarp and one cluster bomb. You always get the time warp back, plus other goodies.


* Score Hogging Tip : Clear out all the planets but one, and then fly around from starbase to starbase waiting for dreadnoughts to appear. Pick 'em off using the above method. This gets boring after a while, of course...


- SERIES -


1. Defender (1980)

2. Stargate (1981)

3. Strikeforce (1991)


- STAFF -


Programmer : Todd Allen, Eric Pribyl

Artist : John Vogel, Jim Gentile

$end

$info=s1945,s1945a,s1945j,s1945jn,
$bio

Strikers 1945 (c) 06/1995 Psikyo.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.


- TIPS AND TRICKS -


* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


* Sexy Pilots Images & Names : If you make a perfect score, you can see how the sexy pilots look and what are their names. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu.


- SERIES -


1. Strikers 1945 (1995)

2. Strikers 1945 II (1997)

3. Strikers 1945 Plus (1999)

4. Strikers 1945 III (1999)


- STAFF -


Staff : Jun-ichi Niwa, Shin. Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro


- PORTS -


* Consoles :

Sony PlayStation (1996)

Sega Saturn (1996)

$end

$info=s1945ii,
$bio

Strikers 1945 II (c) 10/1997 Psikyo.


- TRIVIA -


Psikyo released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.


- TIPS AND TRICKS -


* Unlock Extra Maintenance : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select - buggy!, BG Test).


- SERIES -


1. Strikers 1945 (1995)

2. Strikers 1945 II (1997)

3. Strikers 1945 Plus (1999)

4. Strikers 1945 III (1999)


- STAFF -


Staff : Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi


- PORTS -


* Consoles :

Sony PlayStation (1998)

Sega Saturn (1998)

$end

$info=s1945iii,
$bio

Strikers 1945 III (c) 1999 Psikyo.


- TRIVIA -


This game is known in Japan as "Strikers 1999".


- TIPS AND TRICKS -


* Maintenance Code : In test mode, enter this code...

8-1-6-5-0 Maintenance Mode

0-1-9-9-9 Secret Command Enabled (X-36 is available by pressing 'Up' on random box).

8-1-6-3-0 Secret Random Enabled (X-36 is available on Random Box with luck).

8-1-6-2-0 Secret All Disabled (X-36 is not available).

8-1-6-1-0 All Data Erased.

1-2-3-4-5 Reset Scores.


- SERIES -


1. Strikers 1945 (1995)

2. Strikers 1945 II (1997)

3. Strikers 1945 Plus (1999)

4. Strikers 1945 III (1999)

$end

$info=s1945p,
$bio

Strikers 1945 Plus (c) 12/1999 Psikyo.

Game ID : 0254


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This is an updated version of "Strikers 1945 II" and is exclusive to the Neo-Geo. This is Psikyo's first and only game developed and released for the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Play As Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B.


* Play As Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear.


- SERIES -


1. Strikers 1945 (1995)

2. Strikers 1945 II (1997)

3. Strikers 1945 Plus (1999)

4. Strikers 1945 III (1999)

$end

$info=subhunt,
$bio

Sub Hunter (c) 1977 Taito.


- TRIVIA -


This game is also known as "Depthcharge" (Gremlin).


This game runs on the Sega Vic-Dual hardware.

$end

$info=subroc3d,
$bio

Subroc-3D (c) 08/1982 Sega.


- TRIVIA -


A Subroc-3D unit appears in the 1983 movie 'WarGames'.


- PORTS -


* Consoles :

ColecoVision (1983)

$end

$info=subs,
$bio

Subs (c) 05/1979 Atari.

Game ID : 033714


- TRIVIA -


Subs was the first multi-monitor game. Players stood on opposite sites of each other and used radar to find the others hidden sub and blow it away. In addition to the dual monitor, this was the first game with an operator optional add-a-coin or regular credit coinage mode. In add-a-coin mode, the game can be set on eight different times per coin.


- STAFF -


Designed and programmed by : John Ray, Phil Hash

$end

$info=suikoenb,
$bio

Suikoenbu (c) 1995 Data East.


- TRIVIA -


'Suiko' is a reference to Suikoden, the Japanese name of an ancient Chinese novel. 'Enbu' means a military excercise.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=sundance,
$bio

Sundance (c) 10/1979 Cinematronics.


The object in Sundance was to catch little suns that bounced back and forth between a pair of grids, which move closer and closer together as the game goes on. The controls consisted of a matrix of 9 buttons, along with a 10th button which could make the little sun explode.


- TRIVIA -


The vector game PCB that Sundance ran on was the original Rosenthal design that "Space Wars" used, except there was a lot of cut-and-jumpering done to allow for the varying degrees of intensity that the vectors could show. Hence, the game was quite fragile and none of the machines lasted very long. Sundance had grids in space years before "Tempest". Skelly felt the game lacked the anxiety element needed in a good game and begged Cinematronics not to release it.


Cinematronics tried to make about 1000 of them, but the production fallout rate was around 50%. The problem was the 23'' CRT which was manufactured by an outside vendor. The carbon coating sprayed onto the inside of the tube was defective, and would shake loose and settle around the neck if the game was left in certain positions. When the game was powered up after shipping to the operators, the CRT would instantly burn up from arcing inside the tube. As a result, most Sundance machines suffered a quick death, and were likely destroyed or sent out to pasture in an operators back room.


Sundance came in the same basic cabinet as the more common "Rip Off" and "Tailgunner". It featured flame themed sideart, and also had flames on the monitor bezel and around the coin door. The monitor bezel was orange, in order to give the game a bit of color. Most of these cabinets were instantly scrapped, as game conversions weren't really big in 1979, and a cabinet with a bad monitor isn't very good for a conversion anyhow.


- STAFF -


Designed and programmed by : Tim Skelly

$end

$info=ssriders,ssrdrabd,ssrdrjbd,ssrdrubc,ssrdruac,ssrdruda,ssrdrebc,ssrdrebd,sunsetbl,
$bio

Sunset Riders (c) 09/1991 Konami.

Game ID : GX064


Four sharpshooter bounty hunters (Steve, Billy, Bob & Cormano) set out to claim the rewards set on the meanest outlaws in the west. Will they survive long enough to face the final showdown against Sir Richard de la Rose? Features colorful cartoony graphics, cool music, solid controls and a frantic challenge.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the TMNT2 hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992.


- STAFF -


Director : H. Tsujimoto

Art director : R. Itoh

Animation directors : Waitel, Schenker & Takeshi

Sound advisor : B. Maezawa

Music : Motoaki Furukawa

Sound effects : K. Fukui

Production designers : Naoko Sato, Hiroshi Hanatani

Electronic engineer : K. Furukawa


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

$end

$info=sbagman,sbagmans,
$bio

Super Bagman (c) 04/1984 Valadon Automation.


- TRIVIA -


Also licensed to Stern for US manufacture and distribution.


- SERIES -


1. Bagman (1982)

2. Super Bagman (1984)

$end

$info=dblplay,
$bio

Super Baseball Double Play Home Run Derby (c) 1987 Tradewest / Leland Corp.


- SERIES -


1. World Series - The Season (1985)

2. Baseball The Season II (1987)

3. Super Baseball Double Play Home Run Derby (1987)

4. Strike Zone Baseball (1988)

$end

$info=sbasketb,sbasketo,sbasketu,
$bio

Super Basketball (c) 09/1984 Konami.

Game ID : GX405


- TRIVIA -


This is the first basketball game presented by Konami.


This game appears to have only been available as a conversion kit. The game runs on a single large motherboard with one daughterboard attached. It has two processors, an M6809 and a Z80. This board is compatible with the Konami Standard and will plug into any machine wired for that standard. It appears that there was both an encrypted and an unencrypted version of the game, there is no gameplay difference between them, but they do use slightly different hardware.


- TIPS AND TRICKS -


* Angle And Timing Rules...

Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.

Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.

Dunk Shots : Same as above, grants one extra second.

Lose 5 seconds for each turnover, unless game clock is already at :09 or below.


* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :

1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.

2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.

3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.


* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls onscreen at once, so don't bother aiming.


* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.


* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.


* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.


* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.

$end

$info=sboblbob,
$bio

Super Bobble Bobble (c) 19??.


- TRIVIA -


Super Bobble Bobble is a bootleg of "Bubble Bobble".


- UPDATES -


Super Bobble Bobble has the 'Super Bubble Bobble' code (see "Bubble Bobble" entrie) in dip switch. Also, this bootleg has a new feature in Dip switch where you may control the speed of monsters.

$end

$info=superbon,
$bio

Super Bond (c) 1982 Alpha.


- TRIVIA -


This game is a bootleg.


This game runs on the "Super Cobra" hardware.

$end

$info=sbrkout,
$bio

Super Breakout (c) 09/1978 Atari.

Game ID : 033442-033455


In Super Breakout you control a paddle that moves back and forth at the bottom of the screen. You are trying to knock a ball back and forth in an attempt to knock all the bricks out of the wall at the top of the screen. This is a timeless game, and it never stops being fun.


- TRIVIA -


Approximately 4,800 units were produced. This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of gameplay on both the sideart and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors.


- TIPS AND TRICKS -


* Never Pay For A Game! : When you switched off the machine and switched it on again, you got a free game :)


- SERIES -


1. Breakout (1976)

2. Super Breakout (1978)

3. Breakout 2000 (1997, Atari Jaguar)


- STAFF -


Designed and programmed by : Ed Logg


- PORTS -


* Consoles :

Atari 2600 (1978)

Atari 5200 (1982)

Sega Master System (1992, "Arcade Smash Hits")

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Atari Jaguar (1997, "Breakout 2000")

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")

Nintendo Game Boy


* Computers :

Atari 400 (1979)

Atari ST (1987)

PC [CD-Rom] (1999, "Atari Arcade hits 1")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=superbug,
$bio

Super Bug (c) 09/1977 Atari.

Game ID : 009115-009467


Controlled with a gas pedal, a steering wheel and a four speed shifter.


- TRIVIA -


Howie Delman's first Coin-operated video game. Its original name was 'City Driver'. This is the first video game to use a scrolling playfield.


- STAFF -


Designed and programmed by : Howard Delman

$end

$info=supbtime,supbtimj,
$bio

Super Burger Time (c) 12/1990 Data East.

Game ID : MAE


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991.


- SERIES -


1. Burger Time (1982)

2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)

3. Super Burger Time (1990)


- STAFF -


Game designer : Koji Akibayashi

Software : Mr. Mentaiko, Virago Yamasaki, Naoya Hanada

Graphic designers : Mario Watanabe, Yoshiyuma

Sound : Tatsuya Kiuchi Tomtom Sato

Hardware : Hiroyuki Iwabe

Reserve man : Furiten Nishi

$end

$info=sbbros,
$bio

Super Buster Bros. (c) 1990 Mitchell.


- TRIVIA -


Licensed to Capcom for US manufacture and distribution.


This game is known outside US as "Super Pang".


- TIPS AND TRICKS -


* Stage Select On Tour Mode : Select Tour mode. Hold Down the joystick and press Fire button.


* Win 500 Points In Panic Mode : Hold Down the joystick and 500 points will be added to your score every few seconds.


* Win 100.000 points In Panic Mode : If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast.


- SERIES -


1. Buster Bros. (1989)

2. Super Buster Bros. (1990)

3. Buster Buddies (1995)

4. Mighty! Pang (2000)


- STAFF -


Planners : Uda, Futoshi Kuwahara

Designers : Kurihara, Furukawa

Programmers : Shinohara, Nakai

Composer : Takaoka


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

$end

$info=sucasino,
$bio

Super Casino (c) 1984 Data Amusement.

$end

$info=sbasebal,
$bio

Super Champion Baseball (c) 07/1989 Alpha Denshi.


- TRIVIA -


Licensed to SNK for US manufacture and distribution.

$end

$info=superchs,
$bio

Super Chase - Criminal Termination (c) 1992 Taito.

Game ID : D46


- SERIES -


1. Chase H.Q. (1988)

2. S.C.I. - Special Criminal Investigation (1989)

3. Super Chase - Criminal Termination (1992)

4. Ray Tracers (1997) 


- STAFF -


Planners : Seiji Kawakami, Nobuhiro Hiramatsu

Main programmer : Akira Ohtsuki

Enemy programmers : Hiroshi Aoki, Takeshi Higuchi

Demo programmers : Masashi Tsuzura, Kouji Tsunekiyo

Course edit : Takashi Kurosawa

Director designers : Seiji Kawakami, Nobuhiro Hiramatsu

Object designers : Shinjiroh Sugitani

Demo designers : Takayuki Isobe

Nancy designers : Tomohisa Yamashita

Assistant designers : Peacock

All song create : Yasuhisa Watanabe

Sound effects & voice data (Zuntata) : Katsuhisa Ishikawa

System engineers : Yasuhiro Shibuya, Hajime Rga, Hironobu Suzuki

Mechnanic engineers : Kazuhisa Tabuchi, Kazuhiro Kawabata, Jun Nishiyama

Designers : Yoshinori Aiura, Hidetomo Ogino


- PORTS -


* Consoles :

Nintendo Super Famicom (1993, "Super Chase H.Q.")

$end

$info=scobra,scobras,scobrab,scobrase,
$bio

Super Cobra (c) 03/1981 Konami.

Game ID : GX316


This is a horizontal scrolling game. Your helicopter is equipped with a gun that shoots forward and can drop bombs to attack ground targets. The game mostly consists of dodging missiles, manuevering inside tight quarters, and dropping bombs on fuel tanks to gain more fuel. There are ten levels and then at the end of it all you have to snatch the 'booty' and escape, at which point the game starts over again. The graphics are enjoyably bad, as is the sound. The gameplay is rock solid though and will stand up to many repeated playing sessions. This is a very difficult game at first, but it becomes easier once you get used to it. But expect to crash into the walls repeatedly the first few times you play.


- TRIVIA -


Licensed to Stern (07/1981) and Sega.


Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, fire and bomb buttons are on either side (meaning you can play this title with either hand).


Internally the game runs on the "Scramble" platform ("Lost Tomb", "The End" and several others run on this same platform).


A bootleg was released the same year by Karateco.


A Super Cobra unit appears in the 1982 movie 'Fast Times at Ridgemont High'.


- SERIES -


1. Scramble (1981)

2. Super Cobra (1981)


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Atari 5200 (1983)

Sony PlayStation (1999, "Konami Arcade Classics")

Entex AdventureVision

G7000 Videopac


* Computers :

Atari 800 (1983)

MSX

Sord-M5


* Others :

VFD handheld game (1982) released by Entex.

VFD handheld game (19??) released by Gakken : Two different body styles were released.

$end

$info=scontra,
$bio

Super Contra (c) 01/1988 Konami.

Game ID : GX775


The Quest For Freedom Continues!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Super Contra - Alien no Gyakushuu".


King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988.


- SERIES -


1. Contra (1987)

2. Super Contra (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- STAFF -


Written & directed by : H. Tsujimoto

Assistant director : K. Wada

Associate to directors : S. Fujiwara, T. Koudo

Production sound mixer : Y. Uno

Music editors : K. Muraoka, Motoaki Furukawa

Art director : K. Nakamura

Set director : N. Sugita

Titles : H. Takatani, N. Ishii

Makeup supervisor : M. Moriyama

Conceptual artist : T. Jinbo

Electronics designer : K. Hashima

Publicity supervisor : F. Shibuya

Still photographer : J. Tanaka

Translator : K. Hayashi

Produced by : K. Hiroshita


- PORTS -


* Consoles :

Nintendo Famicom (1990, "Super C")

Nintendo Game Boy (1991, "Operation C")


* Computers :

Commodore Amiga (1990, "Super C")

$end

$info=scontraj,
$bio

Super Contra - Alien no Gyakushuu (c) 01/1988 Konami.

Game ID : GX775


The Quest For Freedom Continues!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Alien's Counter-attack'.


This game is known outside Japan as "Super Contra".


Note : The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.


King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988.


- SERIES -


1. Contra (1987)

2. Super Contra - Alien no Gyakushuu (1988)

3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)

4. Contra - Hard Cops (1994, Sega Mega Drive)

5. Contra - Legacy of War (1996, Sony PlayStation)

6. Shin Contra (2002, Sony PlayStation 2)


- STAFF -


Written & directed by : H. Tsujimoto

Assistant director : K. Wada

Associate to directors : S. Fujiwara, T. Koudo

Production sound mixer : Y. Uno

Music editors : K. Muraoka, Motoaki Furukawa

Art director : K. Nakamura

Set director : N. Sugita

Titles : H. Takatani, N. Ishii

Makeup supervisor : M. Moriyama

Conceptual artist : T. Jinbo

Electronics designer : K. Hashima

Publicity supervisor : F. Shibuya

Still photographer : J. Tanaka

Translator : K. Hayashi

Produced by : K. Hiroshita

$end

$info=sprcros2,
$bio

Super Cross II (c) 1986 GM Shoji.

$end

$info=suprgolf,
$bio

Super Crown Golf (c) 19?? Nasco / Face.

$end

$info=scfinals,
$bio

Super Cup Finals (c) 11/1993 Taito.

Game ID : D68


- TRIVIA -


This game is also known as "Taito Cup Finals" and in Japan as "Hattrick Hero '93".


This game runs on the Taito F3 System hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection - ZTTL-0022) on 05/1998.


- SERIES -


1. Football Champ (1990)

2. Super Cup Finals (1993)

3. Hattrick Hero '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


Planner : Takeshi Kobori

Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Designers : Naoto Hashizume, Takeshi Kobori

Sound : Shuichiro Nakazawa (Zuntata)

Hardware : Katsumi Kaneoka


* CAST :

Player & Gk - Masashi Tsuzura

Manager - Suminori Hase, Yuji Sakamoto

Referee - Shin Tanaka

Lady - Seiji Kawakami

Doctor - Hiroto Nizato

Nurse - Hiromi Mikami

Stunt - Tomohisa Yamashita


Assistant : Shin Tanaka

Directors : Takeshi Kobori, Marutake

$end

$info=spdodgeb,
$bio

Super Dodge Ball (c) 11/1987 Technos.

Game ID : TA-0022


- TRIVIA -


This game is known in Japan as "Nekketsu Koukou Dodgeball-bu".


- SERIES -


1. Super Dodge Ball (1987)

2. Super Dodge Ball (1996)


- PORTS -


* Consoles :

Nintendo Famicom (1989) 

NEC PC Engine (1990)


* Computers :

Sharp X68000 (1987, "Dodge Ball")

$end

$info=sdodgeb,
$bio

Super Dodge Ball (c) 1996 Technos.

Game ID : 0209


The popular game of Dodge Ball is a rather unique sport in which teams of three players try to knock each other out with the help of special moves and team attacks. In this game you take control of a team and must beat all other teams (you can even recruit the other team's leader after beating them!) in order to face the  current Dodge Ball champion and take the title. Features cool anime style graphics, catchy music & great sound effects, plenty of moves at your disposal and a solid challenge level. Dodge Ball anyone? :)

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known as "Kunio no Nekketsu Toukyuu Densetsu" (literaly 'Kunio's Hotblooded Dodgeball Legend').


This game runs on the SNK Neo-Geo MVS hardware.


This is yet another game by Technos that features characters inspired by the River City Ransom manga.


Kunio appears in "Renegade" as main characters.


- SERIES -


1. Super Dodge Ball (1987)

2. Super Dodge Ball (1996)


- STAFF -


Game designer : Scirocco

Chief programmer : Makoto Satou

Assistant director : Shouichi Toyoshima

Character designers : Tôru Tsuboya, Scirocco

C.V. supervisor : Tôru Furuya

Bitmap artists : Tsuyoshi Ôtake, Tetsuya Wahira, Tôru Tsuboya, Haruyuki Watanabe, Kouji Maruta, Tadashi Maruyama

Programmers : Takahiro Takenouchi, Hiroe Tsuchida, Takeshi Hosono

Graphic assistants : Masamichi Katagiri, Kunihiro Hirabayashi, Takuto Mori, Koji Yamada, Hideki Hoshiya, Koji Ogata, Shun-Ichi Baba (Algo-Nicus)

Sound programmer : Bob

Sound composer : Ida

Sound effects : Taku

Sound : Fumio Suzuki, Tadashi Takatsuka

Animation : Hidekazu Ohara, Takashi Ajiri (SnowLightStaff)


* Character Voices :

Kunio : Ryo Horikawa

Riki : Masaaki Ôkura

Sabu : Yukimasa Kishino

Misuzu : Keiko Yamamoto

Shinji : Hisao Egawa

Kenji : Tôru Furuya

Miyuki : Yuka Koyama

D.B.Maou : Daisuke Gouri

Announcer : Manami Nakayama

$end

$info=sdtennis,
$bio

Super Doubles Tennis (c) 1983 Data East.

$end

$info=supdrapo,
$bio

Super Draw Poker (c) 1983 Valadon Automation.

$end

$info=usg32,
$bio

Super Duper Casino! (c) 05/1987 U.S. Games.

$end

$info=speglsht,speglsha,
$bio

Super Eagle Shot (c) 1994 Seta.

$end

$info=searthin,searthia,
$bio

Super Earth Invasion (c) 1980 Competitive Video.


Take over command of earth base and use your skill to stop the earth invasion.


- TRIVIA -


This game is a bootleg of "Space Invaders".

$end

$info=sfchamp,sfchampj,
$bio

Super Football Champ (c) 1995 Taito.


- TRIVIA -


This game runs on the Taito FX-1A hardware.

$end

$info=sformula,
$bio

Super Formula - Chijou Saisoku no Battle (c) 1989 V-System.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Battle of the Fastest Above the Ground'.


This game is known outside Japan as "Tail to Nose - Great Championship".


Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.

$end

$info=superg,
$bio

Super Galaxians (c) 1979 Zaccaria.


- TRIVIA -


This game is an Italian hack of "Galaxian".


- UPDATES -


The game is faster than the original.

$end

$info=sgemf,sgemfa,sgemfh,
$bio

Super Gem Fighter - Mini Mix (c) 09/1997 Capcom.

Game ID : CP-S II No. 25


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Pocket Fighter".


This game runs on the Capcom Play System II hardware (CPS II).


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 ("Megaman - 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 Alpha - Warriors' Dreams") 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").

Akuma : 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 Alpha - Warriors' Dreams").

Lord Raptor's graveyard makes a cameo in Akuma'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.


- 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 & Arrangement composers : Isao Abe, Yuki Iwai, Setsuo Yamamoto

Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno

Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, 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

Tabasa : Ishii Naoko

Ken Masters : Iwanaga Tetsuya

Sakura Kasugano : Sasamoto Yuko

Morrigan : Jinguji Yayoi

Zangief : Takagi Wataru

Gouki : Nishimura Tomomichi

Lei-Lei : Neya Michiko

Ryu : Hoshi Souichiro

Dan Hibiki : Hosoi Osamu

Chun-Li : Miyamura Yuko

$end

$info=suprglob,
$bio

Super Glob (c) 1983 Epos.


- TRIVIA -


This game is also known as "The Glob" and "Beastie Feastie".

$end

$info=sgt24h,
$bio

Super GT 24h (c) 1996 Jaleco.


- PORTS -


* Consoles :

Sega Saturn (1998, "GT 24")

$end

$info=supergx,
$bio

Super GX (c) 1980 Nichibutsu.

$end

$info=shangon,shangona,shangonb,shangnle,
$bio

Super Hang-On (c) 04/1987 Sega.


- TRIVIA -


This game runs on the "Out Run" hardware.


The bootleg version was released in 1992.


Alfa Records released a limited-edition soundtrack album for this game (After Burner : Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.


- SERIES -


1. Hang-On (1985)

2. Hang-On II (1985, Sega SG-1000)

3. Hang-On Jr. (1985)

4. Super Hang-On (1987)


- STAFF -


Music composed by : Katsuhiro Hayashi, Koichi Namiki


- PORTS -


* Consoles :

Sega Mega Drive (1989)

Sega Mega Drive (1994, "MegaGames 3in1 Vol 1")

Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")


* Computers :

Amstrad CPC (1987)

Atari ST (1988)

Commodore Amiga (1988)

Sinclair ZX Spectrum (1988)

Sharp X68000 (1989)

$end

$info=shimpact,shimpacp,
$bio

Super High Impact (c) 09/1991 Midway.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


- SERIES -


1. High Impact Football (1990)

2. Super High Impact (1991)


- STAFF -


Staff : Ed Boon (EJB), John R. Newcomer (JRN), (DWF), Tony Goskie (TWG), Jack E. Haeger (JEH)


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

$end

$info=sia2650,
$bio

Super Invader Attack (c) 1980 Sidam.


- TRIVIA -


This clone of Taito's "Space Invaders" is an alternate version of the Zaccaria one : "The Invaders".

$end

$info=superinv,sinvemag,sinvzen,
$bio

Super Invaders (c) 19?? EMAG corporation.


- TRIVIA -


This game is a bootleg of "Space Invaders".

$end

$info=suprleag,
$bio

Super League (c) 1988 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- SERIES -


1. Major League (1985)

2. Super League (1988)

3. Excite League (1989)

$end

$info=suprloco,
$bio

Super Locomotive (c) 1982 Sega.


- TRIVIA -


The background song playing in Super Locomotive is 'Rydeen' by 'Yellow Magic Orchestra'. This excellent song makes train conducting even better.


- STAFF -


Designed and programmed by : Fukumura Mizunaga

$end

$info=sleague,
$bio

Super Major League (c) 1995 Sega.


- TRIVIA -


This game is known in Japan as "Final Arch".


This game runs on the Sega Titan Video hardware (STV).

$end

$info=sgmast,
$bio

Super Masters Golf (c) 19?? Sega.

$end

$info=suprmatk,
$bio

Super Missile Attack (c) 05/1981 General Computer.


- TRIVIA -


This game is an enhancement of "Missile Command".


GCC (General Computer Corporation) was founded in 1981 during the onset of the video game craze. C.E.O. Kevin Curran and MIT classmates Doug Macrae and John Tylko began by developing an enhancement for Atari's "Missile Command" and went on to create "Ms. Pac-Man", still one of the top-selling coin-operated video games in history. Between 1982 and 1984, GCC developed a total of 58 consumer electronics products that generated over $800 million in revenue for Atari and Bally Manufacturing.


- UPDATES -


Differences from "Missile Command" are :

* A new look to the game : different colors, different attract mode, etc.

* A new play to the game : more missiles, faster missiles and clouds that get smaller as the game goes on add challenge (and profit) to your Missile Command box. Plus a Totally New Attack Object, the 'UFO', which moves faster and more randomly than ordinary planes and satellites and fires a deadly new Laser weapon.

* A new sound to the game : each attack object now has its own brand-new sound that lets everyone know that this is no ordinary "Missile Command".

$end

$info=smooncrs,
$bio

Super Moon Cresta (c) 19??.


- TRIVIA -


This game is a hack of "Moon Cresta".


- UPDATES -


This is the same as the original except faster and the aliens drop bombs at you.

$end

$info=suprmous,
$bio

Super Mouse (c) 1982 Taito.


- TRIVIA -


This game is also known as "Funny Mouse".


This game runs on "The Pit" hardware.

$end

$info=smbomb,smbombr1,
$bio

Super Muscle Bomber - The International Blowout (c) 08/1994 Capcom.

Game ID : CP-S II No. 06


Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game.

Controlled with an 8-way joystick and five buttons.


- TRIVIA -


This game is known outside Japan as "Ring of Destruction - Slammasters II".


This game runs on the Capcom Play System II hardware (CPS II).


Hara Tetsuo, who designed the characters in the 'Muscle Bomber' games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').


SME released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994.


- UPDATES -


The names of several characters and the name of the game itself were changed in the non-Japanese "Ring of Destruction - Slammasters II" versions. These changes are not reflected in the Tokyo stage, however.

In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the 'Super Muscle Bomber' logo. Below is a list of the name changes...

(Japanese name - Non-Japanese version name)

Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie'

Mysterious Budo - Great Oni

El Stinger - El Stingray

Sheep The Royal - Alexander 'The Grater'

Kimala The Bouncer - Jumbo 'Flap' Jack

Lucky Colt - Gunlock

Titan The Great - Titanic Tim

'Missing IQ' Gomes - King Rasta 'Mon'

Astro - The Scorpion


- SERIES -


1. Muscle Bomber - The Body Explosion (1993)

2. Muscle Bomber Duo - Heat Up Warriors (1993)

3. Super Muscle Bomber - The International Blowout (1994)


- STAFF -


Character designer & Illustration : Tetsuo Hara

Planner : Tomy Ari

Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan

Scroll designers : Ziggy, Miyao, Taka

Programmers : Kazuhito Nakai, Shaver, Tate, Raoh

Sound : Toshio Kajino, Shun, Isao Abe (Oyaji)

Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo

$end

$info=superpac,superpcm,
$bio

Super Pac-Man (c) 10/1982 Namco.


Conquer the fruit-filled maze! Disguised as our mildmannered "Pac-Man", Super Pac-Man fights a never ending battle to eat rows of fruit and objects, destroy enemy monsters and rack up scores that are out of this world.


- TRIVIA -


Also licensed to Bally Midway for US manufacture and distribution (11/1982).


In this new Pac-Man game, the gameplay mechanics have altered radically - instead of eating dots, the player is required to eat a key, which unlocks a section of the maze containing some kind of food. Once all the food is eaten, the player advances to the next level. The new gameplay mechanics were considered by many to be confusing, and too much of a change from the original two games ("Pac-Man" and Ms. Pac-Man). Ultimately, Super Pac Man proved to be the least successful game in the original series, being outsold that year by "Pac-Man Plus", a slightly updated version of the original game. In spite of this, the game's A.I. was celebrated as being one of the best of that era, and in the eyes of many fans, was the best out of any Pac-Man game.


A Super Pac-Man unit appears in the 1983 movie 'Joysticks'.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Button 1 pressed and enter the following sequence : Right, Down(x2), Left(x4), Up.

'(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.


- SERIES -


1. Pac-Man (1980)

2. Ms. Pac-Man (1981)

3. Super Pac-Man (1982)

4. Pac-Man Plus (1982)

5. Jr. Pac-Man (1983)

6. Pac & Pal (1983)

7. Pac-Land (1984)

8. Pac-Mania (1987)


- PORTS -


* Consoles :

Sony PlayStation (1996, "Namco Museum Vol.2")

Nintendo Game Boy Color (1999, "Ms. Pac-Man - Special Color Edition")


* Computers :

Atari 800 (1984)

Commodore C64 (1988)

$end

$info=spang,spangj,
$bio

Super Pang (c) 1990 Mitchell.


- TRIVIA -


This game was also released by Capcom for US as "Super Buster Bros".


- TIPS AND TRICKS -


* Stage Select On Tour Mode : Select Tour mode. Hold down the joystick and press fire button.


* Win 500 Points In Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds.


* Win 100.000 Points In Panic Mode : If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast.


- SERIES -


1. Pang (1989)

2. Super Pang (1990)

3. Pang! 3 (1995)

4. Mighty! Pang (2000)


- STAFF -


Planners : Uda, Futoshi Kuwahara

Designers : Kurihara, Furukawa

Programmers : Shinohara, Nakai

Composer : Takaoka


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)

Sony Playstation (1997, "Super Pang Collection")

$end

$info=spiero,
$bio

Super Pierrot (c) 1987 Universal.


Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to your Mr. Do!. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at your poor little Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances.


Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way).


You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other Mr. Do! games).


- TRIVIA -


This game is known outside Japan as "Do! Run Run".


Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it. As far as controls go, this game had a single 4-Way joystick mounted in the center of the control panel with a fire button on either side.


Do! Run Run ran on three Z80 processors, and actually shipped on an identical PCB to the one used for "Mr. Do's Wild Ride", simply swapping the program ROMs will allow you to convert either one of these into each other. Bootleggers also ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.


- UPDATES -


The maze graphics are slightly different than Do! Run Run.


- TIPS AND TRICKS -


* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.


- SERIES -


1. Mr. Do! (1982)

2. Mr. Do's Castle (1983)

3. Mr. Do's Wild Ride (1984)

4. Super Pierrot (1987)

5. Neo Mr. Do! (1996)

$end

$info=spbactn,spbactnj,
$bio

Super Pinball Action (c) 1991 Tecmo.

Game ID : 9002


- SERIES -


1. Pinball Action (1985)

2. Super Pinball Action (1991)

$end

$info=spool3,spool3i,
$bio

Super Pool III (c) 1989 Data East.


- TRIVIA -


Also licensed to I-Vics.


This game is also known as "Pocket Gal".


- UPDATES -


Instead of the girl stripping between levels (Pocket Gal), the fully clothed image is repeated.


- STAFF -


Programmers : Minagawa, Shinichi

Designer : Kinta58000

Graphics designers : Masa, Fusimi, Astaroth, Mixman

Sound : Hitomi, Tatsuya, Hiroaki Yoshida (MARO), Azusa Hara (AZUSA)

$end

$info=spnchout,spnchotj,
$bio

Super Punch-Out!! (c) 09/1984 Nintendo.


- TRIVIA -


The image used for the background of "Punch-Out!!" (in which Mario, Luigi, DK and DK Jr. sit on both sides of the ring) was recycled for 'Super Punch-Out!!'. The only difference is that the background is in black and white.


Not to be confused with the 1994 Super Famicom game of the same name, 'Super Punch-Out!!', which is a remake of the arcade game (certainly for the ten years anniversary).


- SERIES -


1. Punch-Out!! (1984)

2. Super Punch-Out!! (1984)


- PORTS -


* Computers :

Commodore C64 ("Frank Bruno's Boxing") 

PC [MS-DOS, 3.5''] ("Frank Bruno's Boxing")

$end

$info=spf2t,spf2ta,
$bio

Super Puzzle Fighter 2 Turbo (c) 06/1996 Capcom.

Game ID : CP-S II No. 16


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Super Puzzle Fighter 2 X".


This game runs on the Capcom Play System II hardware (CPS II).


The name, of course, comes from "Super Street Fighter II Turbo", but most of its design may be inspired by "Street Fighter Alpha 2".


Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).


In the background of Chun-li's stage, there is "Son Son" flying around on a cloud.

Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Alpha - Warriors' Dreams".

Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background.

Ken's stage is based on Ken and Nash's stages from "Street Fighter Alpha - Warriors' Dreams".

Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day.

Gouki's stage is based on his "Street Fighter Alpha 2" stage.


Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.


- TIPS AND TRICKS -


* Play As Akuma (Gouki) : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.


* Play As Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.


* Play As Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.


- STAFF -


Game designers : Murasaki Umagoyasi, SPP Iorya

Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet

Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro

Character designers : Edayan, Goidanokei

Object designers : Masarusan N, Ino, Aska

Sound designer : Hiroaki Kondo (X68K)

Sound assist : Satoshi Ise

Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)

Producers : Noritaka Funamizu, Saddy

Sound staff : Hideki Okugawa, Ryoji Yamamoto

Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Producer : Yoshimi Ohnishi

General producer : Noritaka Funamizu

Supervisor : Yoshiki Okamoto


* Cast :

Felicia, Lei Lei, narration : Araki Kae

Devilot, Morrigan : Jinguuji Yayoi

Chun Li : Miyamura Yuko

Sakura : Sakamoto Yuko

Ryu : Hoshi Souichirou

Dan : Hosoi Osamu

Ken, Donovan : Iwanaga Tetsuya

Gouki : Nishimura Tomomichi


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation

Nintendo Game Boy Advance (2003)

$end

$info=spf2xj,
$bio

Super Puzzle Fighter 2 X (c) 05/1996 Capcom.

Game ID : CP-S II No. 16


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Super Puzzle Fighter 2 Turbo".


This game runs on the Capcom Play System II hardware (CPS II).


The name, of course, comes from "Super Street Fighter II X - Grand Master Challenge", but most of its design may be inspired by "Street Fighter Zero 2".


Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).


In the background of Chun-li's stage, there is "Son Son" flying around on a cloud.

Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero".

Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background.

Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero".

Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day.

Gouki's stage is based on his "Street Fighter Zero 2" stage.


Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.


- TIPS AND TRICKS -


* Play As Akuma (Gouki) : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.


* Play As Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.


* Play As Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.


- STAFF -


Game designers : Murasaki Umagoyasi, SPP Iorya

Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet

Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro

Character designers : Edayan, Goidanokei

Object designers : Masarusan N, Ino, Aska

Sound designer : Hiroaki Kondo (X68K)

Sound assists : Satoshi Ise

Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)

Producers : Noritaka Funamizu, Saddy

Sound staff : Hideki Okugawa, Ryoji Yamamoto

Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu

Producer : Yoshimi Ohnishi

General producer : Noritaka Funamizu

Supervisor : Yoshiki Okamoto


* Cast :

Felicia, Lei Lei, narration : Araki Kae

Devilot, Morrigan : Jinguuji Yayoi

Chun Li : Miyamura Yuko

Sakura : Sakamoto Yuko

Ryu : Hoshi Souichirou

Dan : Hosoi Osamu

Ken, Donovan : Iwanaga Tetsuya

Gouki : Nishimura Tomomichi


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1997)

Sega Dreamcast (2001)

Nintendo Game Boy Advance (2002)

$end

$info=sqix,sqixa,sqixbl,
$bio

Super Qix (c) 1987 Taito.

Game ID : B03


- TIPS AND TRICKS -


* Free Credits : Ever wonder why the attract mode says "Go for 98%"? It's because if you cover at least 98% of the playing surface, you're rewarded with a free credit. This is very possible if you get the 'freeze' powerup.


- SERIES -


1. Qix (1981)

2. Super Qix (1987)

3. Twin Qix (1995)

$end

$info=sranger,srangerb,srangerw,
$bio

Super Ranger (c) 1988 SunA.


- TRIVIA -


Also licensed to WDK for distribution.

$end

$info=srmp7,
$bio

Super Real Mahjong P7 (c) 1997 Seta.


A well-animated mahjong game.

Controlled with a mahjong control panel.


- TIPS AND TRICKS -


* Challenge Etsuko Toyohara : Defeat the regular 3 opponents in any story mode without using a single continue to challenge her.


- SERIES -


1. Super Real Mahjong

2. Super Real Mahjong PII (1987)

3. Super Real Mahjong Part 3 (1988)

4. Super Real Mahjong PIV (1994)

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong P7 (1997)


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=srmp3,
$bio

Super Real Mahjong Part 3 (c) 1988 Seta.

Game ID : ZA-0


Mahjong controlled with a mahjong control panel.


- SERIES -


1. Super Real Mahjong

2. Super Real Mahjong PII (1987)

3. Super Real Mahjong Part 3 (1988)

4. Super Real Mahjong PIV (1994)

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong P7 (1997)

$end

$info=srmp5,
$bio

Super Real Mahjong Part 5 (c) 199? Seta.


- SERIES -


1. Super Real Mahjong

2. Super Real Mahjong PII (1987)

3. Super Real Mahjong Part 3 (1988)

4. Super Real Mahjong PIV (1994)

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong P7 (1997)

$end

$info=srmp2,
$bio

Super Real Mahjong PII (c) 1987 Seta.


Mahjong controlled with a mahjong control panel.


- SERIES -


1. Super Real Mahjong

2. Super Real Mahjong PII (1987)

3. Super Real Mahjong Part 3 (1988)

4. Super Real Mahjong PIV (1994)

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong P7 (1997)


- STAFF -


Director : Y. Watanabe

Programmers : Y. Takahashi, Y. Sasaki, M. Takano

Animater : X. Tanaka

Music : T. Suzuki

Sound : H. Kobayashi

$end

$info=srmp4,srmp4o,
$bio

Super Real Mahjong PIV (c) 1993 Seta.


A well-animated mahjong game.

Controlled with a mahjong control panel.


- TIPS AND TRICKS -


* Start With The Second Girl (Yuu) : Press Pon and Kan button (continue pressing until the end of first animation) and press start.


* Start With The Third Girl (Kaori) : Press Chi and Reach button (continue pressing until the end of first animation) and press start.


- SERIES -


1. Super Real Mahjong

2. Super Real Mahjong PII (1987)

3. Super Real Mahjong Part 3 (1988)

4. Super Real Mahjong PIV (1994)

5. Super Real Mahjong Part 5

6. Super Real Mahjong Part 6

7. Super Real Mahjong P7 (1997)


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)


* Computers :

Sharp X68000 (1994)

$end

$info=suprridr,
$bio

Super Rider (c) 1983 Venture Line.


- TRIVIA -


Licensed to Taito.

$end

$info=sshangha,sshanghb,
$bio

Super Shangai Dragon's Eye (c) 1992 Hot-B.


- SERIES -


1. Shangai (1988)

2. Shangai II (1989)

3. Super Shangai Dragon's Eye (1992)

4. Shangai III (1993)

5. Shangai - The Great Wall (1995)

6. Shangai Matekibuyuu (1998)

$end

$info=ssideki,
$bio

Super Sidekicks (c) 12/1992 SNK.

Game ID : 0052


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Tokuten Ou" (translates from Japanese as "Top Scorer").


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Super Sidekicks (1992)

2. Super Sidekicks 2 - The World Championship (1994)

3. Super Sidekicks 3 - The Next Glory (1995)

4. The Ultimate 11 - Snk Football Championship (1996)

5. NeoGeo Cup '98 - The Road to the Victory (1998)


- STAFF -


Producer : Eikichi Kawasaki

Planner : Ishimotti

Sound : Jojouha Kitapy, Yoko

Designers : Mioshi, S.K., Younger Face, E. Kojitani, J-Mikami, Mori-P

Programmers : Mabushi, Narutaki, Ep82boy.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=ssideki2,
$bio

Super Sidekicks 2 - The World Championship (c) 04/1994 SNK.

Game ID : 0061


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tokuten Ou 2 - Real Fight Football".


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Super Sidekicks (1992)

2. Super Sidekicks 2 - The World Championship (1994)

3. Super Sidekicks 3 - The Next Glory (1995)

4. The Ultimate 11 - Snk Football Championship (1996)

5. NeoGeo Cup '98 - The Road to the Victory (1998)


- STAFF -


President : Eikichi Kawasaki

Chief programmer : Uzumasa

Main programmer : Ep82boy.

Programmers : Yuritan, T. Nakamura

Chief designer : Yellow Beat

Main designers : Mic-Senbey, Mina, Mittu!!!

Designers : Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche

Models : Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round

Sound : Jojouha Kitapy, Brother Hige, Akibon

Planners : Snk R&D Center, Rosanjin


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=ssideki3,
$bio

Super Sidekicks 3 - The Next Glory (c) 03/1995 SNK.

Game ID : 0081


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tokuten Ou 3 - Eikoue no Michi" (translates from Japanese as 'Top Scorer - Way of Glory').


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Super Sidekicks (1992)

2. Super Sidekicks 2 - The World Championship (1994)

3. Super Sidekicks 3 - The Next Glory (1995)

4. The Ultimate 11 - Snk Football Championship (1996)

5. NeoGeo Cup '98 - The Road to the Victory (1998)


- STAFF -


President : Eikichi Kawasaki

Director : H. Kawano

Planner : Snk R&D Center, Fighting Shooter

Chief programmer : Uzumasa Seven

Main programmers : Ej20Wrx, Yuritaro

Programmer : Toppo George

Sound : Ackey, Pearl Shibakichi

Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy"Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline

Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy"Tateko", Tenuking, Performaru-2, george.Y, Tom.Karji, Bruce Tee, J.Miki, Gc8-Wrx, Jighoh Ninomiya


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=sslam,sslama,
$bio

Super Slam (c) 1993 Playmark.

$end

$info=suprslam,
$bio

Super Slams - From TV Animation (c) 1995 Banpresto.


Basketball game with four selectable teams. This game has a nice design and easy gameplay.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Based on the manga "Slam Dunk".


- STAFF -


Producer : K. Suzuki

Main planner : S. Nozaki

Sub planner : K. Matsunami

Main programmer : Yagiyama

Programmers : Yoko, Kazuya "Kazuma", M. "RX-R" Kawaguchi, Any L3

Chief designer : Kaz. Adachi

Sub chife designer : Nakajima 500

Designer : Hiki, Ikeneko, Gigus, Suga Shoko, H. Motono

Sound : Hoso-Q

$end

$info=ssi,
$bio

Super Space Invaders '91 (c) 11/1990 Taito.

Game ID : C64


- TRIVIA -


This game is known in Japan as "Majestic Twelve - The Space Invaders Part IV".


This game runs on the Taito F2 hardware.


This game was dedicated to Katsujiro Fujimoto.


- SERIES -


1. Space Invaders (1978)

2. Space Invaders Deluxe (1979)

3. Return of the Invaders (1985)

4. Super Space Invaders '91 (1990)

5. Space Invaders DX (1994)

6. Space Invaders '95 - The Attack of Lunar Loonies (1995)


- STAFF -


Director : Ichiro Fujisue

Game designer : Tomohiro Ohno

Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma

Hardware : Yasuhiro Shibuya

Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa

Designers : Rintaro Doi, Kumi Mizobe

Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino


- PORTS


* Consoles :

Sinclair ZX Spectrum (1992)

Sega Master System

Sega Game Gear


* Computers :

Amstrad CPC (1991)

Atari ST (1991)

Commodore Amiga


* Others :

Nokia N-Gage (2004, "Taito Memories")

$end

$info=macross,
$bio

Super Spacefortress Macross (c) 1992 Banpresto.


- TRIVIA -


This game is known in Japan as "Chou-zikuu Yousai Macross" (translates from Japanese as 'Super Space Fortress Macross').


Superdimensional Fortress Macross was created as a filler show. Studio Nue was building up to make a series called Superdimensional Cavalry Southern Cross, but they released Macross fisrt.  It proved to be their biggest hit, so popular that they extended it from 24 to 35 episodes. They followed up with Superdimensional Century Orguss, which didn't do quite as well, but was still popular enough to spawn a six OVA sequel (Orguss II) in the early 90s. Ironicly, Southern Cross did poorly and was cancelled after only 23 episodes.


Macross, however, has become a major anime staple. After the original series in 1982, there was a movie released in 1984 called 'Do You Remember Love?' This game is based on that movie. Later came a music special, 'Macross Flashback 2012', and then came 'Macross II' (see the history entry for "Super Spacefortress Macross II" for more details), 'Macross Plus' (1994, four OVAs and one movie), 'Macross 7' (1993, 49 TV episodes, 2 OVAs one movie), and 'Macross 7 Dynamite' (4 OVAs).


The Macross movie was written in such a way that somebody could understand it without having seen any of the TV series. As such, a lot of events had to be changed, often quite a bit. As such, Studio Nue considered it to be an alternate timeline from the original series. In the first episode of 'Macross 7', it is established the DYRL was a movie made within the official Macross continuity.


A number of leftover Valkyrie toys were later converted into Transformers toys on AUTOBOT named Jetfire. Because they were forbidden to use a Valkyrie in the Transformers TV show, the animated version was redesigned and renamed 'Skyfire'. The only time an animated version of Jetfire appeared was in the commercial for the Jetfire toy.


- SERIES -


1. Super Spacefortress Macross (1992)

2. Super Spacefortress Macross II (1993)

3. Macross Plus (1996)


- STAFF -


Graphic designers : Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei

Software : Ore Dayo, Tommysan

Sound : Hide-Kaz, Papa, Taro

Hardware : Yuki, Drunker, Tuna Banan

Producer : Toshifumi Kawashima

Planner : Masahiko Takahashi

$end

$info=macross2,
$bio

Super Spacefortress Macross II (c) 09/1993 Banpresto.


- TRIVIA -


This game is known in Japan as "Chou-zikuu Yousai Macross II" (translates from Japanese as 'Super Space Fortress Macross II').

The OVA series Macross II was created shortly after Japan's economic collapse in the early 90s. The amount of truely new material dropped off sharply, and sequels to old favorites that already had a built-in following were in vogue.  It was made without the input of the original creators, Shoji Kawamori and Studio Nue, and the resulting series was fairly dire.


The plug was going to be pulled after four episodes, but it sold well amongst anime fans in America (who were starved for Macross of ANY kind at the time), so the US anime company, US Renditions financed the creation of two more episodes. Macross II became the first work of anime to be financed by an American anime company. Fortunately, USR and their notoriously low-quality works are long-gone, the rights to most of their titles having gone to Manga Video, including Macross II. Macross II was officialy declared an alternate timeline by Studio Nue, who then made Macross Plus as an official sequel to Macross. Hopefully this knowledge will not affect your game enjoyment ^_^!


- SERIES -


1. Super Spacefortress Macross (1992)

2. Super Spacefortress Macross II (1993)

3. Macross Plus (1996)


- STAFF -


Software : Ore~, Tommy

Sound : Hide-Kaz, Abraham, Manabu Namiki (Taro), Mr. Takami

Graphic designers : Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi

Planner : Mor, Mug

Superviser : Yukichan

Producers : Toshifumi Kawashima

$end

$info=sspeedr,
$bio

Super Speed Race (c) 1979 Midway.

$end

$info=ssrj,
$bio

Super Speed Race Jr. (c) 1985 Taito.

$end

$info=ssprint,ssprint3,ssprint1,ssprints,ssprintg,sspring1,ssprintf,
$bio

Super Sprint (c) 04/1986 Atari Games.

Game ID : 136042


One of the Sprint sequels, carrying on the same simple gameplay while adding a few new elements such as the ability to pick up wrenches for adding modifications to the player's car and challenging new tracks.


- TRIVIA -


This game runs on the Atari System 2 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol. II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.


- SERIES -


1. Sprint 2 (1976)

2. Sprint 8 (1977)

3. Sprint 4 (1977)

4. Sprint One (1978)

5. Super Sprint (1986)

6. Championship Sprint (1986)


- STAFF -


Designed and programmed by : Robert Weatherby, Kelly Turner

Art and animation by : Will Noble, Kris Moser, Sam Comstock

Audio by : Hal Canon


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sony PlayStation (2000, "Arcade Party Pak")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Atari ST (1986)

Commodore C64 (1987)

Sinclair ZX Spectrum (1987)

Amstrad CPC (1987)

$end

$info=superspy,
$bio

The Super Spy (c) 10/1990 SNK.

Game ID : 0011


Infiltrate terrorist hideouts and beat up the bad guys in this gender-bending (but still good) first-person beat-em-up with RPG elements.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The Super Spy was one of the launch games for the Neo-Geo MVS system.


A few rooms in the game feature a G-Mantle poster hanging on the wall, this character was later used as a striker character in "The King of Fighters 2000".


- STAFF -


Boss : Eikichi Kawasaki

Programmers : Hiroshi & Tadashi, Magi2, Kura

Sound composer : Papaya

Sound effects : Tarkun, Shimizum

Producer : Konny

Planner : Akira Goto

Front designers : Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura

Scroll designers : Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=sstingry,
$bio

Super Stingray (c) 1986 Alpha Denshi.


- TRIVIA -


The default high score table in Super Stingray are all characters from manga/anime by Rumiko Takahashi. The first seven entries are from a series called Urusei Yatsura, which was on the air from 1981 to 1986, consisting of 218 episodes, 6 movies, and 6 OVAs. Entries 8-10 are from Maison Ikkoku, which ran from 1986 to 1988, consisting of 96 episodes and one movie.

$end

$info=ssf2,ssf2u,ssf2j,ssf2jr1,ssf2jr2,ssf2a,ssf2ar1,
$bio

Super Street Fighter II - The New Challengers (c) 09/1993 Capcom.

Game ID : CP-S II No. 01


After two years in development, Super Street Fighter II has stormed the arcades - and the world rockin' with Street Fighting action one again. New Challengers, new art, rescored music, and more moves make this the best SF Ever!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


A special version of this game is known as "Super Street Fighter II - The Tournament Battle".


This game runs on the Capcom Play System II hardware (CPS II), this was the first game made for this system.


This game was supposed to be the next game in the SFII series after "Street Fighter II' - Champion Edition". However, an unforseen upgrade to SFII' - CE was made in the form of Street Fighter II' Turbo which ended up implementing many of the ideas that were supposed to debut in this game. This is why players complained about the lack of anything new in this game after the success of Street Fighter II' Turbo.


While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer DeeJay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee-Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped.


Fei Long is Capcom's homage to Bruce Lee.


SSFII vs. MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released SSF2 early so that they could attract fans away from MK. At the same time, Midway released "Mortal Kombat II" early for similar reasons. As you can see, the result meant that both came back to square one. Originally all of the additional features that were added in "Super Street Fighter II X - Grand Master Challenge" (Gouki, Supers, etc) were planned for SSFII, but were left out due to time restraints.


Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994.


- UPDATES -


In Vega's ending in the US version, 'M. Bison' says something like 'Not even the 'Ancient One' dared to challenge me!'.

He doesn't say anything like this in the Japanese version.

He is also never referred to as an 'evil scum bag', as he is in the US version.


Fei-Long's ending is translated incorrectly into English.

Capcom USA added in a bunch of references to 'The Great One and his son' that were not originally there.

A summary of what actually happened in the Japanese version :

A director, impressed with what he just saw, approaches Fei-Long and wants him to star in his movie.

Fei-Long says : 'I thought you understood. What I want to do is not acting, it's real fighting'.

The director offers him as much money as he wants, but Fei-Long just jumps away.

Twenty years after Hong Kong's greatest action star has faded from the screen, three million students practice 'Hitenryuu Kung Fu' (translated from Japanese as 'Flying Heaven Style Kung Fu') in front of the originator's memorial statue.

Some are doing so today.

Their teacher's name is --- [Fei-Long never mentions 'The Great One and his son' (Bruce and Brandon Lee) and the director never says anything about 're-dizzy combos'. Fei-long is not among the students].


Cammy's ending is translated incorrectly into English.

In the Japanese version, Vega tells Cammy that she was a spy for his organization three years ago. Her teammates say that they don't care about her past; it's only important what she does from now on.

In the American version, 'Bison' tells Cammy that they were in love!


Some of the voice samples of Cammy and Dee Jay were changed from the Japanese version.

Japanese version quote - World/US version quote.

* Cammy : 'Spiral Arrow', 'Cannon Drill'

* Cammy : 'Cannon Spike', 'Thrust Kick'

* Dee Jay : 'Slash', 'Max Out'


Here is a list of changes from previous SFII games :

* New title screen with new music.

* Completely new portraits for all of the characters. Vega's hat now has a winged-skull on it instead of a star.

* New endings for M. Bison, Balrog, Sagat and Vega. The last part of Chun-Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective.

* Vega no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages.

* Voice samples for characters and announcer re-recorded with different actors.

* USAF guys in Guile's stage are now wearing blue uniforms instead of green ones.

* The tugboat in Ken's stage is replaced with a yacht.


- TIPS AND TRICKS -


* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color).


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planners : Noritaka Funamizu (Poo), Mucchi

Character designers : Kursan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matunanga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko, K. Crown, Shibataro

Programmers : SHIN., KID, MiN, EGW, AOI MIX, Tarabar

Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)

Sound : Nobu. Oouchi, Toshio Kajino


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

Sega Mega Drive (1994)

Nintendo Game Boy (1995, "Street Fighter II")


* Computers :

Sharp X68000 (1994)

Commodore Amiga (1994)

PC [MS-DOS, CD-ROM] (1995)


* Others :

LCD handheld game (19??) released by Tiger Electronics.

$end

$info=ssf2tb,ssf2tbj,
$bio

Super Street Fighter II - The Tournament Battle (c) 10/1993 Capcom.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


If you have ever wondered why the characters in Super Street Fighter 2 have a ridiculous eight costume colours then now you will know. This version of SSF2 is quite rare but allows eight players to fight in a tournament. The reason for the eight costume colours is so all eight players can choose the same character and not get confused about which one they are.


- TIPS AND TRICKS -


* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color).

$end

$info=ssf2t,ssf2tu,ssf2tur1,ssf2ta,
$bio

Super Street Fighter II Turbo (c) 02/1994 Capcom.

Game ID : CP-S II No. 03


- TRIVIA -


This game is known in Japan as "Super Street Fighter II X - Grand Master Challenge".


This game runs on the Capcom Play System II hardware (CPS II).


Originally all of the additional features (see Updates section) that were added in SSFII Turbo (Gouki, Supers, etc) were planned for "Super Street Fighter II - The New Challengers", but were left out due to time restraints.


Origins of Akuma : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken).

The creation of Akuma comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching M. Bison, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Bison, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer.


Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Akuma is of one of several personalities. As regular Akuma (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defence or when challenged to a match - and any match is a deathmatch in his book). Shin-Akuma found in SFA2 is just regular Akuma not pulling his punches (it's the unnecessary roughness thing). Another note about Gouki : Akuma lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFA2 (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p


All of Gouki's voice samples are actually recycled voice samples from the other male characters.


Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994.


- UPDATES -


In the American version, all of Gouki's dialogue was removed instead of being translated. If you win with Gouki in SSF2 Turbo, Gouki has no victory quotes.


Some characters endings are translated inaccurately (See "Super Street Fighter II - The New Challengers" entrie for details).


Here is a list of changes from "Super Street Fighter II - The New Challengers" :

* Modified title screen with new music.

* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games).

* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' <wind, forest, fire, mountain> are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior".

* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys).

* All bonus games have been removed.


- TIPS AND TRICKS -


* Play As Akuma : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting.


* Akuma As Final Boss : If you reach the final stage on a single credit (no continues), you will fight Akuma instead of Vega.


* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color).


* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II Turbo (1994)

7. Street Fighter Alpha - Warriors' Dreams (1995)

8. Street Fighter Alpha 2 (1996)

9. Street Fighter III - New Generation (1997)

10. Street Fighter Alpha 3 (1998)

11. Street Fighter III - Second Impact : Giant Attack (1998)

12. Street Fighter III - Third Strike : Fight For The Future (1999)

13. Hyper Street Fighter II - The Anniversary Edition (2003)


- STAFF -


Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo

Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN

Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA

Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)

Sound : Nobu. Oouchi, Toshio Kajino


- PORTS -


* Consoles :

Sony PlayStation

Sega Saturn (1997, "Street Fighter Collection")

Nintendo Game Boy Advance (2001)


* Computers :

PC [MS-DOS, CD-ROM] (1995)

Commodore Amiga

$end

$info=ssf2xj,
$bio

Super Street Fighter II X - Grand Master Challenge (c) 02/1994 Capcom.

Game ID : CP-S II No. 03


Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Super Street Fighter II Turbo".


Originally all of the additional features (see Updates section) that were added in "Super Street Fighter II X" (Gouki, Supers, etc) were planned for "Super Street Fighter II", but were left out due to time restraints.


This game runs on the Capcom Play System II hardware (CPS II).


Origins of Akuma : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken).

The creation of Akuma comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching M. Bison, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Bison, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer.


Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Akuma is of one of several personalities. As regular Akuma (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defence or when challenged to a match - and any match is a deathmatch in his book). Shin-Akuma found in SFA2 is just regular Akuma not pulling his punches (it's the unnecessary roughness thing). Another note about Gouki : Akuma lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFA2 (but Ryu was the only witness) Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p


All of Gouki's voice samples are actually recycled voice samples from the other male characters.


Sony Records released a limited-edition soundtrack album for this game on (Super Street Fighter II Arcade Game Track - SRCL-2822) 21/01/1994.


- UPDATES -


In the American version, all of Gouki's dialogue was removed instead of being translated. If you win with Gouki in SSF2 Turbo, Gouki has no victory quotes.


Some characters endings are translated inaccurately (See "Super Street Fighter II" entrie for details).


Here is a list of changes from "Super Street Fighter II" :

* Modified title screen with new music.

* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games).

* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' <wind, forest, fire, mountain> are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior".

* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys).

* All bonus games have been removed.


- TIPS AND TRICKS -


* Play As Gouki : At the character select screen : Highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting.


* Gouki As final boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega.


* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color).


* End credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.


- SERIES -


1. Street Fighter (1987)

2. Street Fighter II - The World Warrior (1991)

3. Street Fighter II' - Champion Edition (1992)

4. Street Fighter II' Turbo - Hyper Fighting (1992)

5. Super Street Fighter II - The New Challengers (1993)

6. Super Street Fighter II X - Grand Master Challenge (1994)

7. Street Fighter Zero (1995)

8. Street Fighter Zero 2 (1996)

9. Street Fighter Zero 2 Alpha (1996)

10. Street Fighter III - New Generation (1997)

11. Street Fighter Zero 3 (1998)

12. Street Fighter III - Second Impact : Giant Attack (1998)

13. Street Fighter III - Third Strike : Fight For The Future (1999)

14. Hyper Street Fighter II - The Anniversary Edition (2003)




- STAFF -


Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo

Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN

Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA

Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)

Sound : Nobu. Oouchi, Toshio Kajino


- PORTS -


* Consoles :

3DO (1994)

Sega Saturn (1997)

Sony PlayStation (1997)

Sega Dreamcast (2000)

Nintendo Game Boy Advance (2001)

$end

$info=sstrike,
$bio

Super Strike Bowling (c) 1990 Strata / Incredible Technologies.


A conversion of "Strata Bowling" which uses a ball and mini alley.


- TRIVIA -


IR (infra-red) technology tracks the path of the ball, which is then sent to the software for decoding.

Like "Strata Bowling", Regulation, Flash and Strike or Die are all available.


"Slick Shot" and "Dyno Bop" also use this hardware.

$end

$info=supertnk,
$bio

Super Tank (c) 1981 Video Games GMBH.


Super Tank is a shooter where you control a tank and have to clear a field of mines and bushes. You are chased by enemy tanks, which fire at you. After wiping out all the mines and bushes, you reach the second level. It is kind of a 'boss' level, where you have to fight a big enemy tank, the Super Tank. You can destroy it by a direct hit into its gun.


- TRIVIA -


Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)). When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : Super Tank (1981) and "Looping" (1982).

$end

$info=stankatk,
$bio

Super Tank Attack (c) 1993 Microprose.

$end

$info=usg83,usg82,usg83x,
$bio

Super Ten (c) 02/1988 U.S. Games.

$end

$info=stoffy,
$bio

Super Toffy (c) 1994 Midas.


- TRIVIA -


Licensed to Unico Electronics.


This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons".


- SERIES -


1. Toffy (1993)

2. Super Toffy (1994)

$end

$info=supertr2,
$bio

Super Triv II (c) 1986 Status Games.


- SERIES -


1. Triv Quiz (1984)

2. Triv Two (1984)

3. Triv Four (1985)

4. Super Triv II (1986)

5. Super Triv III (1988)

$end

$info=supertr3,
$bio

Super Triv III (c) 1988 Status Games.


- SERIES -


1. Triv Quiz (1984)

2. Triv Two (1984)

3. Triv Four (1985)

4. Super Triv II (1986)

5. Super Triv III (1988)

$end

$info=strvmstr,
$bio

Super Trivia Master (c) 1986 ETI.


- TRIVIA -


Licensed to PGD for manufacture.


ETI means 'Enerdyne Technologie Inc.'.

$end

$info=svf,
$bio

Super Visual Football - European Sega Cup (c) 1994 Sega.

Game ID : 833-10851


- TRIVIA -


This game is known in Japan as "The J.League 1994" and in US as "Super Visual Soccer - Sega Cup".


This game runs on the Sega System 32 hardware.

$end

$info=svs,
$bio

Super Visual Soccer - Sega Cup (c) 1994 Sega.


- TRIVIA -


This game is known outside US as "Super Visual Football - European Sega Cup" and in Japan as "The J.League 1994".


This game runs on the Sega System 32 hardware.

$end

$info=svolly91,
$bio

Super Volley '91 (c) 1991 Video System.


- TRIVIA -


This game is known outside Japan as "Power Spikes".


- UPDATES -


ONE PLAYER MODE :

* In the World version you can select a lot of European Teams and Brazil's Team.

* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team.

* In the Japanese and Korean version you can also play with female players.

* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R.

* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Perù, China, Cuba, U.S.S.R (female mode).

* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...).




TWO PLAYERS MODE :

* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team.

* In the Japanese and Korean version you can also play with female players.


- TIPS AND TRICKS -


* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air.


* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls.


* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down.


- SERIES -


1. Super Volleyball (1989)

2. Super Volley '91 (1991)

3. Power Spikes II (1994)

$end

$info=svolley,svolleyk,svolleyu,
$bio

Super Volleyball (c) 08/1989 V-System.


- TRIVIA -


Licensed to Data East for US distribution.


- SERIES -


1. Super Volleyball (1989)

2. Super Volley '91 (1991)

3. Power Spikes II (1994)


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sega Mega Drive (1991)

$end

$info=swcourt,
$bio

Super World Court (c) 1992 Namco.


- TRIVIA -


This game runs on the Namco System NA-1 hardware.


- SERIES -


1. World Court - Pro Tennis (1988)

2. Super World Court (1992)

$end

$info=sws,
$bio

Super World Stadium (c) 1992 Namco.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws92,sws92g,
$bio

Super World Stadium '92 (c) 10/1992 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


Another version is known as "Super World Stadium '92 Gekitouban" (translates from Japanese as 'Fierce Fighting Edition').


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws93,
$bio

Super World Stadium '93 (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System 2 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws95,
$bio

Super World Stadium '95 (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws96,
$bio

Super World Stadium '96 (c) 1996 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws97,
$bio

Super World Stadium '97 (c) 1997 Namco.


- TRIVIA -


This game runs on the Namco System NB-1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sws99,
$bio

Super World Stadium 1999 (c) 1999 Namco.


- TRIVIA -


This game runs on the Namco System 12 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=sxevious,
$bio

Super Xevious (c) 1984 Namco.


The player uses an 8-way joystick to pilot a combat aircraft called a Solvalou, which is armed with a forward-firing zapper for aerial targets and a blaster for ground targets. There are various aerial enemy aircraft which shoot relatively slow bullets, as well as (presumably unpiloted) fast-moving projectiles and exploding black spheres. Ground enemies are a combination of stationary bases and moving vehicles, most of which also fire slow bullets. A gigantic floating fortress (officially named 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core. The game is actually divided into 16 areas but these aren't reported on screen. Each area is separated by a section of forest. When a player dies, if less than 70% of the area has been completed then play restarts at the beginning of the same area, otherwise play restarts at the beginning of the next area. After area 16 has been completed, the game loops back to area 7.


- TRIVIA -


Super Xevious is not a sequel of "Xevious", this is an update! It uses the exact same graphics and background image as "Xevious".


This game runs on the "Galaga" hardware.


Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : Flying your ship about the levels (rolling the dice to move). Battle enemies on the ground by rolling dice, battle ones in the air via card combat. Build up your shields and power up your blaster as you progress through the levels. Each 'level' is a different board, and there's 7 levels (boards) in all. Cute little spaceships for your pieces.


- UPDATES -


The differences with "Xevious" are :

* Several new enemies are introduced, including a silver Galaxian flagship, two jet planes, a helicopter and a dark yellow tank.

* The Gameplay is a little more difficult.

* The hidden Sol Citadels are in different locations.


- TIPS AND TRICKS -


* Secret message : The designer of "Xevious" has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Special thanks for you by game designer Evezoo.' will appear on the screen.


- SERIES -


1. Xevious (1982)

2. Super Xevious (1984)

3. Solvalou (1991)

4. Xevious 3D/G (1995) 


- STAFF -


From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)


- PORTS -


* Consoles :

Sony Playstation (1997, "Xevious 3D/G+")


* Others :

Arcade (1995, "Namco Classics Collection Vol.1")

$end

$info=szaxxon,
$bio

Super Zaxxon (c) 11/1982 Sega.


- TRIVIA -


This game runs on the "Zaxxon" hardware.


- SERIES -


1. Zaxxon (1982)

2. Super Zaxxon (1982)


- PORTS -


* Computers :

Commodore C64 (1984)

Apple II

$end

$info=superx,superxm,
$bio

Super-X (c) 1994 NTC.


- TRIVIA -


Also licensed to Mitchell.

$end

$info=superbik,sbdk,
$bio

Superbike (c) 1983 Century Electronics.

$end

$info=ssoldier,
$bio

Superior Soldiers (c) 1993 Irem.


Seven selectable characters for you to choose from in this early. 90's space-themed fighter.


- TRIVIA -


This game is known outside US as "Perfect Soldiers".


This game runs on the Irem M-92G system hardware.


- STAFF -


Game planners : Roo, Hirogon, Oni.Nag

Programmer : Nagomi

Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy

Sound : Irem Sound Team

$end

$info=superman,
$bio

Superman (c) 1988 Taito.

Game ID : B61


- TRIVIA -


This game runs on the Taito X System hardware.


- STAFF -


Game designer : Hidehiro Fujiwara

Programmers : Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono

Character designer : Nenko Nishimura

Art designers : Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura

Hardware : Noboru Yasukawa

Music sfx : Masahiko Takaki, Kazuyuki Ohnui, Shizuo Aizawa (Splatter A.), Takami Asano

Graphic designer : Natsuki Hirosawa

$end

$info=surfplnt,
$bio

Surf Planet (c) 1997 Gaelco.


- TRIVIA -


* Music :

Loly Jackson : Written by C. Llanos / A. Llanos. Performed by Dover.

Spectrum : Written by C. Llanos / A. Llanos. Performed by Dover.

Needly Chill : Written by J. García / A. Toledo. Performed by Sexy Sadie.

Up To Me : Written by J. García / A. Toledo / J.L. Sampoll. Performed by Sexy Sadie.

All songs published by Pizza Pop S.L. / Canciones del Mundo S.A.

Recordings property of Subterfuge Records S.L.


- STAFF -


Programmers : Fernando Rada, Angel Alda, Carlos Granados

Graphic designers : Jorge Granados, Hernán Sanahuja

Animation recording : C.A.R. (Centre d´alt rendiment)

Animation analysis : Manuel Matamoros

Professional riders : Dani Fernández, Iker Fernández

Hardware design & production : Gaelco S.A.

Industrial design : Flores Associats S.L.

Graphic design : La Máquina S.L.

$end

$info=surpratk,
$bio

Surprise Attack (c) 1990 Konami.

Game ID : GX911


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the TMNT2 hardware.


- STAFF -


Program designers : Heart Yoshinobu, Lambada Minakata, Square Morimoto, Stardust Masa, H. Akamatsu

Character designers : Prince Kukino, Depeche Yamashita, Wink Yamada

Sound designers : Michael Maezawa, Miki Higashino, Moai Sasaki, La Nakamur

Hardware designer : Komekome Konishi

Visual designers : H. Yoshihashi, K. Kamiya

$end

$info=survival,
$bio

Survival (c) 1982 Rock-ola.

$end

$info=survarts,
$bio

Survival Arts (c) 10/1993 American Sammy.


Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.


- STAFF -


Director : Mutsuo Haneho

Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi

Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto

Sound and music composer : Shigeyuki Shinbo

Director of photography : Nobuhiho Ikeuchi

Programmer : Yoshio Asai


* CAST :

Viper : Jon Walter

Gunner : Brian Creech

Mongo : Handa David

Tasha : Saskia

Hiryu : Takeaki Katoh

Hanna : Monica Brown

Kane : Hideaki Takahashi

Santana : Hose Brand

Dantel : Sam Rodetsky

$end

$info=gogomilj,
$bio

Susume! Mile Smile (c) 1995 Fuuki.


- TRIVIA -


The title of this game translates from Japanese as 'Go For It! Mile Smile'.


This game is known outside Japan as "Go! Go! Mile Smile".


This is the first Fuuki arcade game.


- STAFF -


Programmers : Syaboon, T. Usami

Graphic designers : Dai, T. Komitan, Pan, Ryoma

Sound composer : A. Inu. Nishida

Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell

Producer : Y. Takahashi

$end

$info=susume,
$bio

Susume! Taisen Puzzle Dama (c) 03/1996 Konami.

Game ID : GV027


- TRIVIA -


This game runs on the Konami GV System hardware.


- SERIES -


1. Taisen Puzzle-dama (1994)

2. Tokimeki Memorial Taisen Puzzle-dama (1995)

3. Taisen Tokkae Puzzle-dama (1996)

4. Susume! Taisen Puzzle Dama (1996)

$end

$info=suzuka8h,suzuk8hj,
$bio

Suzuka 8 Hours - Coca-Cola (c) 1992 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


This is the first game officially sponsored by the Coca-Cola Company.

Note : Coca-Cola was invented in 05/1886 by a pharmacist, Dr. John S. Pemberton in Atlanta, Georgia. A bookkeeper, Frank M. Robinson, suggested the name 'Coca-Cola' to Dr. Pemberton. Robinson suggested this name because both the words Coca and Cola named 2 of the ingredients. Also the 2 'C's' would look good in advertising. The name 'Coca-Cola' first became a registered trademark in 1893.


- SERIES -


1. Suzuka 8 Hours - Coca-Cola (1992)

2. Suzuka 8 Hours 2 (1993)


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

$end

$info=suzuk8h2,
$bio

Suzuka 8 Hours 2 (c) 1993 Namco.


- TRIVIA -


This game runs on a derivative Namco System 2 hardware.


- SERIES -


1. Suzuka 8 Hours - Coca-Cola (1992)

2. Suzuka 8 Hours 2 (1993)

$end

$info=swarm,
$bio

Swarm (c) 1979 Subelectro.


- TRIVIA -


This game is a hack of "Galaxian".


- UPDATES -


In this version :

* After you fire if you move to the side, your shot moves with you.

* There is an energy indicator bar (timer, if you like) at the bottom of the screen.

$end

$info=swat,
$bio

SWAT (c) 1984 Coreland / Sega.

Game ID : 834-5388


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Security by : Syuichi Katagi

$end

$info=swimmer,swimmera,swimmerb,
$bio

Swimmer (c) 1982 Tehkan.


- TRIVIA -


One of the first game created by the dynamic duo Nishizawa/Ishizuka, who later became the core of Westone (aka the developers of the "Wonder Boy/Monster World" saga).


The main enemies in the first three racks -- Turtles, Crabs and Waterbugs -- would show up in Mario Brothers in the next year.


- STAFF -


Programmed by : Michishito Ishizuka

Sound by : Michishito Ishizuka, R. Kawamoto

Hardware by : Y. Kotoyori, M. Yoneda

Debug by : M.Tsujii

Music by : Ryuichi Nishizawa

$end

$info=ssingles,
$bio

Swinging Singles (c) 19?? Yachiyo Electronics.

$end

$info=ssozumo,
$bio

Syusse Oozumou (c) 1984 Technos.

Game ID : TA-0008


- TRIVIA -


The title of this game translates from Japanese as 'Successful Career - Annual Wrestling Match'.

$end

$info=syvalion,
$bio

Syvalion (c) 1988 Taito.

Game ID : B51


- TRIVIA -


This game runs on the Taito H System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Produced by : Hisayoshi Ogura (OGR)

Music composed by : Yasuhisa Watanabe (YAC)

Staff : Fukio Mitsuji (MTJ), (T.S), (M.F), (G.K), (TSM), (NGI)


- PORTS -


* Consoles :

Nintendo Super Famicom (1992)


* Computers :

Sharp X68000 (1990)

$end

$info=tmek,tmekprot,
$bio

T-MEK - The Warlords (c) 1994 Atari Games.

Game ID : 136100


- TRIVIA -


This game runs on the Atari GT hardware.


- UPDATES -


Prototype :

* Software version : 2.0.


Revsivion 1 :

* Software version : 5.1.

* Added T-Mek team page during the attract mode.

* Added a subtitle to the game title : 'The Warlords'.

* Titlescreen red background removed.


- STAFF -


Producer : Gary Stark

Game designer : Matthew Ford

Lead programmer : John Grigsby

Programmers : Norm Avellar, Gary Stark

Support programmer : Mike Albaugh

Systems support : David Shepperd

Lead animators : Rhizaldi Bugawan

3D Animators : Brian La France, Rich Chargin

Animators : Nick Stern

Model makers : John Ferrari, Patrice Moriarity

Digital imaging : Dave Portera

Project engineer : Don Paauw

Technician : Farrokh khodadadi

Audio : Brad Fuller

Audio engineer : Chuck Peplinski

Cabinet designer : Mark Gruber

Product designer : Ralph Perez

Controls : Wade Winblad

Harnessing : Carole Cameron, Stevie Landaverde

Woodshop : Connie Osuna

Metalshop : Jesus Torres

Product manager : David Macias

Software QA : David Pasquinelli

Japanese translation : Takeshi Hasegawa


- PORTS -


* Consoles :

Sega 32X (1995)

$end

$info=ttmahjng,
$bio

T.T Mahjong (c) 1981 Taito.


An early, basic mahjong game.

Controlled with a mahjong control panel.


- SERIES -


1. TT Mahjong (1981)

2. TT Mahjong 2

3. TT Mahjong Q

$end

$info=taotaido,taotaida,
$bio

Ta-o Taido (c) 04/1993 Video System.


Extremely simplistic fighter with eight selectable characters and a cooperative 2-player feature.


- TRIVIA -


Malcolm from "Aero Fighters 3" appears as one of the selectable fighters.


- UPDATES -


The new version (set 1) allows to play a 2 players game with a single credit while this isn't possible with the old version (set 2).

$end

$info=tacscan,
$bio

Tac/Scan (c) 04/1982 Sega.


- TRIVIA -


Tac/Scan was the only Sega vector game to use a vertically mounted (portrait) monitor.


- TIPS AND TRICKS -


* Hint 1 : The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off two of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).


* Hint 2 : Wave one in Tac-Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).


* Hint 3 : Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.


* Hint 4 : The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.


- PORTS -


* Consoles :

Atari 2600 (1982)

$end

$info=tactcian,tactcan2,
$bio

Tactician (c) 1982 Konami.

Game ID : GX335


- TRIVIA -


Licensed to Sega.

$end

$info=tagteam,
$bio

Tag Team Wrestling (c) 01/1984 Technos.

Game ID : TA-0007


- TRIVIA -


Licensed to Data East. Tag Team Wrestling was the first game that Technos licensed to Data East.


This game is also known as "The Big Pro Wrestling!".


- SERIES -


1. Tag Team Wrestling (1983)

2. Exciting Hour - The Prowrestling Network (1985)


- PORTS -


* Computers :

Commodore C64 (1987)

$end

$info=tailg,
$bio

Tail Gunner (c) 11/1979 Cinematronics.


- TRIVIA -


Exidy licensed Tail Gunner for production of cockpit units with the name of "Tail Gunner 2".


A Tail Gunner unit appears in the 1982 movie 'Tron'.


- STAFF -


Produced by : Tim Skelly

Designed and programmed by : Dan Sunday, Larry Rosenthal

$end

$info=tail2nos,
$bio

Tail to Nose - Great Championship (c) 1989 V-System.


- TRIVIA -


This game is known in Japan as "Super Formula - Chijou Saisoku no Batoru".


Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.


- STAFF -


Sound composer : Naoki Itamura (Gekko Itamura)

$end

$info=hotgmck,
$bio

Taisen Hot Gimmick (c) 1997 Psikyo.


A two player multi-screen mahjong game with beautiful graphics and beautiful women.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Hot Gimmick Competition'.


- TIPS AND TRICKS -


* Challenge Marion from "Gunbird" : Beat the first 3 opponents without punishing any to play against her.


* Challenge Miko from "Tengai" : Beat the first 3 opponents without punishing any to play against her.


* Challenge Kain from "Tengai" : Beat the next 3 opponents in the 2nd opponent selection screen without punishing any to play against him.


- SERIES -


1. Taisen Hot Gimmick (1997)

2. Taisen Hot Gimmick Kairakuten (1998)

3. Taisen Hot Gimmick 3 Digital Surfing (1999)

4. Taisen Hot Gimmick 4 Ever


- STAFF -


* Voice Actors :

Setsuna :  Satomu Koorogi

April : Naoko Matsui

Tomoko : Akiko Yajima

$end

$info=hotgmck3,
$bio

Taisen Hot Gimmick 3 Digital Surfing (c) 1999 Psikyo.


- TRIVIA -


The title of this game translates from Japanese as 'Hot Gimmick Competition 3 Digital Surfing'.


- TIPS AND TRICKS -


* Challenge Meruti Melty (Only in Digital Surfing mode) : Defeat each opponent without punishing any. When the screen flashes random websites before the last opponent, input the commands, M, E, L.


* Challenge Jong Arika (Only in Jan Boy Story mode) : He appears before the last opponent only if you did not buy any items prior to meeting him.


- SERIES -


1. Taisen Hot Gimmick (1997)

2. Taisen Hot Gimmick Kairakuten (1998)

3. Taisen Hot Gimmick 3 Digital Surfing (1999)

4. Taisen Hot Gimmick 4 Ever

$end

$info=hgkairak,
$bio

Taisen Hot Gimmick Kairakuten (c) 1998 Psikyo.


A two player multi-screen mahjong game with beautiful graphics and beautiful women.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Heavenly Pleasure Hot Gimmick Competition'.


- TIPS AND TRICKS -


* Challenge Miko from "Tengai" : Beat each of the 3 opponents in the 1st opponent selection screen without punishing them. When the second opponent selection screen shows up, type M, then K.


* Challenge Marion from "Gunbird" : Beat each of the 3 opponents in the 2nd opponent selection screen without punishing them. When the third opponent selection screen shows up, type M, then G.


* Challenge Kain from "Tengai" : Beat each of the 3 opponents in the 3rd opponent selection screen without punishing them. When the fourth opponent selection screen shows up, type M, then D.


- SERIES -


1. Taisen Hot Gimmick (1997)

2. Taisen Hot Gimmick Kairakuten (1998)

3. Taisen Hot Gimmick 3 Digital Surfing (1999)

4. Taisen Hot Gimmick 4 Ever

$end

$info=fromanc2,
$bio

Taisen Idol-Mahjong Final Romance 2 (c) 1995 Video System.

Game ID : VSAM-28-2


A romantic evening of mahjong.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Final Romance Idol-Mahjong Competition 2'.


- SERIES -


1. Idol-Mahjong Final Romance (1991)

2. Taisen Idol-Mahjong Final Romance 2 (1995)

3. Taisen Mahjong Final Romance R (1995)

4. Taisen Mahjong Final Romance 4 (1998)


- STAFF -


Executive producer : Kouzi Furukawa

Character designers : Gensho, Yorozu-Ichi

Character voices : Mako Hyoudou, Yumi Takada, Emi Shinohara, Chinami Nishimura, Kumiko Hisano

Game designer : MuneTAKA Sakae

Programmer : TAKA

Graphic designers : Okabayashi, Iizuka, Honda, Kakihana

Sound programmer : H. Soyama

Music composer : Hoso-Q

Sound effets : Pirowo


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=karatevs,
$bio

Taisen Karate Dou - Seishun Bishoujo Hen (c) 09/1984 Data East.


Classic classic classic karate tournament game controlled with dual joysticks.


- TRIVIA -


The title of this game translates from Japanese as 'Way of Karate Competition - Beautiful Young Girl Chapter'.


This game is known outside Japan as "Karate Champ".

$end

$info=fromanc4,
$bio

Taisen Mahjong Final Romance 4 (c) 1998 Video System.


An evening with cute mahjong girls.

Controlled with a mahjong control panel.


- TRIVIA -


This title translates from Japanese as 'Final Romance Mahjong Competition 4'.


- SERIES -


1. Idol-Mahjong Final Romance (1991)

2. Taisen Idol-Mahjong Final Romance 2 (1995)

3. Taisen Mahjong Final Romance R (1995)

4. Taisen Mahjong Final Romance 4 (1998)


- STAFF -


Executive producer : Furukawa Kouji

Character design & Screen play by Akatsuki Gomoku.

Animation character design & chief animator : Watabe Keisuke (Hercules)

Music & Sound effects : Itamura Maoki

Animation editor : Jitensha (Ookubo Tadao)

Main programmer : Hamanaka Tsukasa

Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama

Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano

Mahjong design : Yamato Masashi

Screen play & directed by : Hayashi Yasunobu


* CAST :

Yuri : Nagasawa Miki

Shino : Yajima Akiko

Momo : Kanamaru Hinako

Saki : Matsui Maoko

Syun-ran : Iwatsubo Rie

Rin-ran : Shibata Yumiko

Eimi : Maeda Mitsuko

Chin-ta : Akatsuki Gomoku


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=fromancr,
$bio

Taisen Mahjong Final Romance R (c) 1995 Video System.

Game ID : VSMR-30


The ongoing mahjong final romance! It can go all night long, baby!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Final Romance Mahjong Competition R'.


- SERIES -


1. Idol-Mahjong Final Romance (1991)

2. Taisen Idol-Mahjong Final Romance 2 (1995)

3. Taisen Mahjong Final Romance R (1995)

4. Taisen Mahjong Final Romance 4 (1998)


- STAFF -


Executive producer : Kouzi Furukawa

Character designer / Animation director : Gensho Sugiyama

Animator : Masaya Onishi, P-Suke Tanaka, Giichi Morimachi, Shinya Takahashi

Recording studio : TAVAC

Finish work : SHAFT

"BG"-picture : TULIP

Performance director : Tadao Okubo (Zitensha)

Animation producer / Animation check : Toshiyuki Okabayashi (Kool Kizz)

Item planner / Assistant director : Kazuki Ito

Programmers : Zavi, Takushi Seki

Graphic editors : GSX-R, Yoshiaki Kurihara, Rowgy, Nene, Maiko Matsuzaki

Sound composer : Hoso-Q

Sound effects : Pirowo

Script writer / General director : Yasunobu Hayashi


* CAST :

1st stage, Rina Koizumi : Satomi Koroogi

2nd stage, Mika Fujisaki : Fumie Kusachi

3rd stage, Kate Yamamura : Naoko Matsui

4th stage, Ryoko Hayami : Rie Iwatsubo

5th stage, Asuka Sendo : Ayako Shiraishi


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=puzldama,
$bio

Taisen Puzzle-dama (c) 1994 Konami.

Game ID : GX315


- TRIVIA -


The title of this game translates from Japanese as 'Puzzle-coin Wars'.


This game is known outside Japan as "Crazy Cross".


This game runs on the Konami GX hardware.


King Records released a limited-edition soundtrack album for this game (Speed King, Taisen Puzzle-dama Original Game Soundtrack - KICA-7690) on 24/01/1996.


- SERIES -


1. Taisen Puzzle-dama (1994)

2. Tokimeki Memorial Taisen Puzzle-dama (1995)

3. Taisen Tokkae Puzzle-dama (1996)

4. Susume! Taisen Puzzle Dama (1996)


- STAFF -


Director : Einoshin

Software : Bonny, Y.K 98, Tak

Graphics : XXX, Toymen, Tera

Music : Ary, Kage

Hardware : USA 138, Nanbashot Tom

Producer : Masa 33

$end

$info=sassisu,
$bio

Taisen Tanto-R - Sasi-Su!! (c) 1996 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Tant-R Collecting Competition'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=tokkae,
$bio

Taisen Tokkae Puzzle-dama (c) 1996 Konami.


- TRIVIA -


The title of this game translates from Japanese as 'Fetching Puzzle-coins Competition'.


This game runs on the Konami GX hardware.


- TIPS AND TRICKS -


* Secrets Characters : Use the second button instead the first to select the difficulty level and you will have three additional characters to chose at the characters selection screen.


- SERIES -


1. Taisen Puzzle-dama (1994)

2. Tokimeki Memorial Taisen Puzzle-dama (1995)

3. Taisen Tokkae Puzzle-dama (1996)

4. Susume! Taisen Puzzle Dama (1996)

$end

$info=cupfinal,
$bio

Taito Cup Finals (c) 02/1993 Taito.


- TRIVIA -


This game is known in Japan as "Hattrick Hero '93" and also known as "Super Cup Finals" (11/1993).


This game runs on the Taito F3 System hardware.


- SERIES -


1. Football Champ (1990)

2. Taito Cup Finals (1993)

3. Hattrick Hero '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


Planner : Takeshi Kobori

Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani

Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi

Designers : Naoto Hashizume, Takeshi Kobori

Sound : Shuichiro Nakazawa (Zuntata)

Hardware : Katsumi Kaneoka


* CAST :

Player & Gk : Masashi Tsuzura

Manager : Suminori Hase, Yuji Sakamoto

Referee : Shin Tanaka

Lady : Seiji Kawakami

Doctor : Hiroto Nizato

Nurse : Hiromi Mikami

Stunt : Tomohisa Yamashita


Assistant : Shin Tanaka

Directors : Takeshi Kobori, Marutake

$end

$info=pwrgoal,
$bio

Taito Power Goal (c) 11/1994 Taito.

Game ID : D94


- TRIVIA -


This game is also known as "Hattrick Hero '95".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Football Champ (1990)

2. Taito Cup Finals (1993)

3. Hattrick Hero '94 (1994)

4. Taito Power Goal (1994)


- STAFF -


Planners : Atsuchi Taniguchi, Yasuhiro Noguchi

Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida

Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi

Designer : Toshiyuki Takenami

Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa

Hardware : Katsumi Kaneoka, Hironobu Suzuki

Action director : Yasuhiro Noguchi


* CAST :

Player & GK : Norikatsu Fukuda

Manager : Masao Kashino

Referee : Shin Tanaka

Camera Man : Yasuhiro Noguchi

Lady : Seiji Kawakami

$end

$info=tcl,
$bio

Taiwan Chess Legend (c) 1995 Uniwang.

$end

$info=taiwanmb,
$bio

Taiwan Mahjong (c) 1988 Miki Syouji.

$end

$info=tshingen,
$bio

Takeda Shingen (c) 08/1988 Jaleco.


The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan.


- TRIVIA -


This game is also known as "Shingen - Samurai-Fighter".


This game runs on the Jaleco Mega System 1-A system hardware


- PORTS -


* Consoles :

NEC PC Engine (1989)

$end

$info=talbot,
$bio

Talbot (c) 1982 Volt Electronics.


- TRIVIA -


Licensed to Alpha for manufacture and distribution.

$end

$info=tnk3j,
$bio

TANK (c) 1985 SNK.

Game ID : A3006


- TRIVIA -


This game is also known as "TNK III".


The staff info appears on the 'TANK' letter on the title screen.


- STAFF -


Programmers : Hasegawa, Noriko

Sound : Tsuji

Hardware : Akitadesi

Art : Tama, Nakai, Funahasi

Producers : Mr. Oba, Bon


- PORTS -


* Computers :

Amstrad CPC (1987)

$end

$info=tank8,tank8a,tank8b,tank8c,tank8d,
$bio

Tank 8 (c) 1976 Atari.


- SERIES -


1. Tank (1974)

2. Tank II (1974)

3. Tank III (1975)

4. Tank 8 (1976)

5. Ultra Tank (1978)

$end

$info=tankbatt,
$bio

Tank Battalion (c) 10/1980 Namco.


- TRIVIA -


Tank Battalion is the first war game from Namco.


A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.


- SERIES -


1. Tank Battalion (1980)

2. Vs. Battle City (1985)

3. Tank Force (1991)


- PORTS -


* Computers :

MSX (1984)

Sord-M5

PC [Windows, CD-Rom] (1997, Namco History Vol.2")

$end

$info=tankbust,
$bio

Tank Busters (c) 1985 Valadon Automation.

$end

$info=tankfrce,tankfrcj,
$bio

Tank Force (c) 12/1991 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


The round 17 is an illustration of "Pac-Man".


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.


- SERIES -


1. Tank Battalion (1980)

2. Vs. Battle City (1985)

3. Tank Force (1991)


- STAFF -


Producers : Masaya Nakamura, K. Sawano

Director : Wan Wan

Game designers : Mr. Demo, Y. Kounoe

Programmer : Boku

Graphic designers : Mr. Demo, Mita Chan

Music composer : John

Adviser : Devil, S. Shimizu

$end

$info=tantr,tantrbl,tantrbl2,
$bio

Tant-R - Puzzle & Action (c) 1992 Sega.


- TRIVIA -


This game runs on the Sega System C2 hardware.


- SERIES -


1. Tant-R - Puzzle & Action (1992)

2. Ichidant-R - Puzzle & Action (1994)

3. Treasure Hunt - Puzzle & Action (1997)


- PORTS -


* Consoles :

Sega Mega Drive (1994)

Sega Game Gear (1994)

$end

$info=tapper,sutapper,tappera,rbtapper,
$bio

Tapper (budweiser) (c) 12/1983 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


There were two other versions of Tapper : Root Beer (01/1984) and Suntory (Japan, Game ID : 834-5385 / 834-5387). The Suntory version was a Sega board, Suntory is a Japanese beer (see Updates section for more information).


The main character in the game (as well as the guy in "Domino Man" and one of the lumberjacks in "Timber") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time. This game was play tested in a Chicago-area Rush Streetbar called the Snuggery with much positive feedback. Digitized belches were going to be used in the game, but they never made it into the final version.


- UPDATES -


* Root Beer version is almost identical to the Budweiser version, except the player is a soda jerk serving non-alcoholic root beer.


* Suntory version has different graphics and most likely different music.


- TIPS AND TRICKS -


* Here's A Tapper Easter Egg : In the attract mode, wait until the word Tapper is filling up with beer, and hold down the joystick, both taps, and the player 1 & 2 buttons. You will then see the names of the game designers.


* Hint 1 : Take your time in the first few levels. You can make a high score by leaving one person and waiting for more people.


* Hint 2 : The last guy in the row will almost always leave a tip.


* Hint 3 : If a person leaves the bar in the first level you get 50 points but, if you let them get close to the end of the bar, they will drink the beer and stay. It's 100 for getting the empty mug.


* Hint 4 : The longer you stay in the level, the faster the people and mugs move.


- STAFF -


Designed and programmed by : Steve Meyer

Graphics by : Scott Morrison

Sounds by : Rick Hicaro

Support by : Elaine Ditton


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")

Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Commodore C64 (1985)

Amstrad CPC (1987, "Tapper - Official Arcade Game")

PC [CD-Rom] (1997, Arcade's Greatest Hits - The Midway Collection 2")

Atari 800

Apple II


* Others :

Palm OS ("Midway Arcade Classic")

$end

$info=targ,targc,
$bio

Targ (c) 06/1980 Exidy.


The heroic green 'Wummel' (your spaceship) travels in columns and rows created by the squares (9x9) of the Crystal City. Your mission ? Destroy the shrewd blue Spectar Smuggler who rarely raids the Crystal City and dodge and shoot the angry res Targs who defend the secret hiding place of the Spectar.

Controlled with a 4-way joystick and one button.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


First 'fantasy theme' game.


- SERIES -


1. Targ (1980)

2. Spectar (1980)


- PORTS -


* Computers :

Commodore C64 (19??)

$end

$info=tgtball,tgtballa,
$bio

Target Ball (c) 1995 Yun Sung.

$end

$info=targeth,
$bio

Target Hits (c) 1994 Gaelco.

Game ID : 940531


- TRIVIA -


Designed & developed by Zigurat.

$end

$info=tharrier,tharierj,
$bio

Task Force Harrier (c) 1989 UPL.


- TRIVIA -


Licensed to American Sammy for US distribution.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990.

$end

$info=joemac,
$bio

Tatakae Genshijin - Joe & Mac (c) 1991 Data East.

Game ID : MAG


A bunch of neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.


- TRIVIA -


The title of this game translates from Japanese as 'Fighting Cavemen - Joe & Mac'.


This game is known outside Japan as "Caveman Ninja".


- SERIES -


1. Tatakae Genshijin - Joe & Mac (1991)

2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)

3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)

4. Joe & Mac Returns


- STAFF -


Planner : Makoto Kikuchi

Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan

Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Kaneko Atsushi, Shamo

Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama)

Hard : Nervous K.K., Hiroshi.Ohnuki


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

Sega Mega Drive (1991)

Nintendo Game Boy


* Computers :

Commodore Amiga (1992)

$end

$info=bigfghtr,
$bio

Tatakae! Big Fighter (c) 1989 Nichibutsu.

$end

$info=trojanj,
$bio

Tatakai no Banka (c) 04/1986 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Elegy of Battle'.


This game is known outside Japan as "Trojan".


This game runs on the "Section Z" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- STAFF -


Music by : Ayako Mori

$end

$info=tattass,tattassa,
$bio

Tattoo Assassins (c) 03/1995 Data East Pinball.


Nine Tattooed Assassins were ordered by Mullah Abba to defeat Koldan and his minions in this fun rip-off of "Mortal Kombat".


- TRIVIA -


This represents one of the most tragic tales in game design - one of the few examples of games to be dismissed by the programmers themselves. The idea started out simple enough - use Data East graphics hardware to produce a take-off of "Mortal Kombat". However, the hardware was not particularly up to the task, so the game needed gimmicks in the form of extra features etc. Bob Gale (producer of 'Back to The Future') came up with the story and concept, while it was up to Data East Pinball (Now Stern Pinball) to code the game. A preliminary test version was made, but already the programmers were getting depressed. Still there's nothing like a good show test to motivate programmers. They got nothing like a good show test - the game was heralded at that point as a disaster. At this stage all motivation departed, both programmers and artists were relying on each other to salvage the game. However, depsite recruiting the Data East animators to the job, most of the effort went into improving the video source for the digitised characters - Data East were apparently unaware that the original Mortal Kombat spent a long time in post production to correct video noise, which apparently was kept to a minimum by using cardboard costumes! As it was, Tattoo Assassins was never released for good reasons. The 'official' reason for Tattoo Assassins being cancelled was that 'It did not compare favourably to "Killer Instinct"' - Rumour had it that the beta testers had to be supervised to ensure that they kept playing Tattoo instead of the latest pinball fixtures.


Real Life : Gretchen Stockdale (Hannah Hart) gave up modelling and is now a fully qualified attorney.


Carlos and Daniel Pesina from Midway's MK series worked in TA. After that, Midway didn't want them to work with them in "Mortal Kombat 3", so they killed Johnny Cage (the only Daniel Pesina character that didn't wear a mask) and excluded Raiden (Carlos Pesina).


Maurice Travis (as A.C. Current in TA) became World Champion muay thai fighter just starred in Hong Fight film called The Champion. Won The Superbrawl extreme fighting Championships in Hawaii. Maurice character Zolar Become a kids WB 2 hour movie (The first live action at the KIDSWB).


Note : The game claims there are 220 fatalities (see 'Tips And Tricks' section for more info).


TA is the only fighting game where you can kick while you block. And it's also the only fighting game where you see a man undressing to fart, and a woman farts too...


- TIPS AND TRICKS -


* Random Selection : At the character selection screen, highligh Billy Two-Moons and press Up.


* Alternate Colors : Highlighting your characters and press Start to change their colors.


* Vs. Screen Tricks :

1. When your character walk - Press LP to speak.

2. When your character stop walking - Press SP to provoque.


* Common Fatality :

Decapitation Uppercut : (close) Down+HP

Exploding Roundhouse : (close) Back+HK

Spontanous Decapitation : (Anywhere) Block(x27)

IT'S BURGERTIME!! : (Anywhere) LP, HP, Block

WILDE THANG : (Anywhere) LP, HK, Block

Farmer and Wife picture : (Anywhere) LP, LK, Block

Mona Lisa picture : (Anywhere) LK, LP, Block

Hit And Stay : (Anywhere) LK, HK, Block

Whistler's Mother artwork : (Anywhere) HP, LP, Block

Musketeer : (Anywhere) HP, HK, Block

HOT STUFF! : (Anywhere) HP, LK, Block

IT'S HAMMER TIME!! : (Anywhere) Block(x2), HP

STRIKE!! : (Anywhere) Block(x2), LP

Gotcha, Ya Little Booger!! : (Anywhere) Block(x2), HK

Nudeality : (Anywhere) Block(x2), SP

Smoking Kills! : (Anywhere) HP, LP, LK, HK

No Artificial Additives : (Anywhere) HP, HK, LK, LP

Happy Thanksgiving! : (Anywhere) HK, LK, LP, HP

Lipstick : (Anywhere) HK, HP, LP, LK

Animality : (Anywhere) HP(x3), Block

Morphality : (Anywhere) LP(x3), Block


* Various Fatality :

Judgment Day!! (Luke, Derek, Truck, Billy) : (Anywhere) Block(x2), LK

Eat Ship and Die!! (Maya, AC, Hannah, Karla) : (Anywhere) Block(x2), LK

Oops, stepped in it! (Tak) : (Anywhere) Block(x2), LK

Oh I Wish I Was A... (Hannah, Truck, Derek, Billy, Luke, Karla, AC) : (Anywhere) Down(x3), LK

Oh I Wish I Was A... (Tak) : (Anywhere) Forward(x3), LK

Oh I Wish I Was A... (Maya) : ???

Flamed! (Tak, Hannah, Truck, Derek) : (Anywhere) Back(x4), HK

Flamed! (Billy, Luke, Karla, AC) : (Anywhere) Back(x4) LK

Flamed! (Maya) : ???


* Fatality - Maya :

Tiger Slice : (Anywhere) Back+SP or SP(x3)

Tiger Mauling : (Anywhere) Forward+SP or SP(x2), HP

Club Decapitation : (Near) Back(x2), HP

Claw Attack Splatter : (close) Down(x3), LK


* Fatality - AC Current :

Laser : (Anywhere) Forward+SP or SP(x3)

Electrifying victory!! : (Anywhere) Back+SP or SP(x2), HP

Decapitation Mace : (Close) Back(x3), HK

Buzz Saw : (Close) Back(x2), HP


* Fatality - Luke Cord :

Octopus : (Anywhere) Back+SP or SP(x3)

Eagle Morphality : (Anywhere) Forward+SP

Heart Squish : (Close) SPC(x2), HP

Heart Stab : (Close) SPC(x2), LP

Boat Anchor : (Close) back(x2), HP


* Fatality - Derek O'Toole :

Puking Skull : (Anywhere) Forward+SP or SP(x3)

That's the name of the tune! : (Anywhere) Back+SP or SP(x2), HP


* Fatality - Truck Davis :

Swallowing Snake : (Anywhere) Forward+SP or SP(x3)

My Day has Been Made : (Anywhere) Back+SP or SP(x2), HP

Explode Crowbar : (Close) Back+HP


* Fatality - Tak Hata :

Two Headed Dragon : (Anywhere) SP(x3)

Two Headed Barney : (Anywhere) Back+SP or SP(x2), LP

Nudeality : (Anywhere) Forward+SP


* Fatality - Hannah Hart :

Spider Face Chew : (Anywhere) Forward+SP or SP(x3)

Big Spider Mauling : (Anywhere) Back+SP or SP(x2), HP

Explode Cartwheel : (Near) Back(x2), Forward

Baby Spiders Attack : (Anywhere) SP(x2), LP

Deadly Venom : (Close) Forward(x2), HP


* Fatality - Billy Two Moons :

Acid Poo Eagle : (Anywhere) Forward+SP or SP(x3)

Man Eating Eagle : (Anywhere) Back+SP or SP(x2), HP

Axe Uppercut : (Close) Hold HP 2 seconds and Release HP

Diamond Back Whip : (Near) Back(x2), HP

Axe Scalp : (Anywhere) SP(x2), LP

Decapitation Eagle : (Anywhere) Forward(x3), LP


* Fatality - Karla Keller :

Man Eating Rose : (Anywhere) Back+SP or SP(x3)

Lethal Thorns : (Anywhere) Forward+SP or SP(x2), HP

Clean-up car : (Anywhere) HK, LK, Block

Gut Slice : (Near) Back, Forward, HP


* Play as Rhina : ???


* Play as Deke Kay : ???


* Play as Prism : ???


* Fight against Mullah Abba : ???


- STAFF -


Created by : Bob 'Koldan' Gale

Designed / Created / Directed by : Joe Kaminkow

Art direction / Software : John Carpenter

Security officer / Artist : Heart-a-Jack Liddon

Party supplies / Artist : Kurtquake Andersen

Art grunts : Todd Faris, Jim McNally, Scott Melchionda, Ish Raneses, Deb Lowman, Sally Davis

Software support : Orin Day, Neil Falconer, Lonnie Ropp, Brian Rudolph

Cabinet Art : Paul Faris

Technical support : Alison Quant, Qhah Thattamveetil, Phillis, Jay Alfer, Michael Toler

Executive producers : Mike Marvin, Allen Munro, Bob Short, Eddi Wilde


* CAST :

Billy Two Moons : Eddi Wilde

Truck Davis : Kevin Knotts

Luke Cord : Charlie Rice

Maya : Melanie Baer

Tak Hata : Rick Mali

Hannah Hart : Gretchen Stockdale

A.C. Current : Maurice Travis

Karla Keller : Christine Dupree

Erek O'Toole : Nicolas Andrews

Prizm : William Zipp

Rhina : Joanna Lee

Deke : William Zipp

Koldan : Kevin Knotts

Mullah Abba : Mark Urgello

Wilde thang : Marushka Wilde

Lyla Blue : Rene Hudson

$end

$info=taxidrvr,
$bio

Taxi Driver (c) 1984 Graphic Techno.

$end

$info=tazmania,tazmani2,
$bio

Tazz-Mania (c) 07/1982 Stern Electronics.


A cross between "Robotron" and "Berzerk".


- TRIVIA -


This game runs on the "Scramble" hardware.


- STAFF -


Designed and programmed by : Chris Oberth, Gunar Licitis

$end

$info=techromn,
$bio

Tech Romancer (c) 09/1998 Capcom.


- TRIVIA -


This game is known in Japan as "Kikaioh".


This game runs on the Sony ZN-2 hardware.


- STAFF -


Original concept by : Shoji Kawamori

Mechanical design : Shoji Kawamori, Kazutaka Miyatake

Design director : Shida Eiji

Initial character design : Naoki Fukuda

Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto

Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto

CG Movie : Koichi Takeda

Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki

Music : Yuki Iwai

Sound effect : Takeshi Kitamura, Hiroshi Ohno

Planner : Eiichiro Sasaki, Ryozo Tsujimoto

In cooperation with Studio Nue.

Producer : Takashi Shono


- PORTS -


* Consoles :

Sega Dreamcast (2000)

$end

$info=tbowl,tbowlj,
$bio

Tecmo Bowl (c) 1987 Tecmo.

Game ID : 6206


- SERIES -


1. Tecmo Bowl (1987)

2. Tecmo Super Bowl (1993, Nintendo Famicom)

3. Tecmo Super Bowl II - Special Edition (1994, Nintendo Super Famicom)

4. Tecmo Super Bowl III - Final Edition (1995, Nintendo Super Famicom)


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Game Boy (1991)

$end

$info=tknight,
$bio

Tecmo Knight (c) 05/1989 Tecmo.


The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm!


- TRIVIA -


This game is also known as "Wild Fang".


- STAFF -


Programmers : Pochi, HB.M, EXP2148

Graphic designers : Bruter, Noise, Yohkun, D.H.Max

Character designers : Bruter, Noise, S?nager, Yohkun

Sound creators : Mikio Saito (Metal Yuhki), Mayu

Hardware : Yoshidasan

Directed by : Strong Shima

$end

$info=wc90,wc90a,wc90t,
$bio

Tecmo World Cup '90 (c) 12/1989 Tecmo.


- TRIVIA -


A bootleg of this game is known as "Euro League".


- SERIES -


1. Tecmo World Cup '90 (1989)

2. Tecmo World Soccer '94

3. Tecmo World Soccer '95

4. Tecmo World Soccer '96 (1996)

5. Tecmo World Soccer '98

$end

$info=worldc94,
$bio

Tecmo World Cup '94 (c) 1994 Tecmo.

$end

$info=twcup98,
$bio

Tecmo World Cup '98 (c) 1998 Tecmo.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Tecmo World Cup '90 (1989)

2. Tecmo World Soccer '94

3. Tecmo World Soccer '95

4. Tecmo World Soccer '96 (1996)

5. Tecmo World Soccer '98

$end

$info=tws96,
$bio

Tecmo World Soccer '96 (c) 1996 Tecmo.

Game ID : 0086


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


Tecmo World Soccer '96 is Tecmo's only game developed and released for the SNK Neo-Geo MVS hardware.


- SERIES -


1. Tecmo World Cup '90 (1989)

2. Tecmo World Soccer '94

3. Tecmo World Soccer '95

4. Tecmo World Soccer '96 (1996)

5. Tecmo World Soccer '98


- STAFF -


Project director and programmer : Akihiko Shimoji

Director and game designer : Masao Akama

Programmer : Yoshihiro Kinjyou

Sub director : Toshihiko Kodawa

Graphic director : Chitose Sasaki

Graphic designers : Yasunori Kobayashi, Futoshi Okuda, Yousuke Deguchi, Hiroshi Shimizu, Masafumi Kamio, Tamotsu Nakamura, Naoki Dewa, Teruo Hamai, Naomiki Ishikawa, Kazuhisa Tamura, Toshimitsu Yoshiwara

Package designers : Kenji Harada, Tomoyuki Yotsuyanagi

Sound : Shigekiyo Okuda, Hideyuki Suzuki, Takashi Kanai

$end

$info=teddybb,teddybbo,
$bio

Teddy Boy Blues - Yohko Ishino (c) 1985 Sega.

Game ID : 834-5712


- TRIVIA -


This game runs on the Sega System 1 hardware.


- PORTS -


* Consoles :

Sega Master System (1985)

$end

$info=teedoff,
$bio

Tee'd Off (c) 1986 Tecmo.

Game ID : 6102

$end

$info=tmht,tmht2p,
$bio

Teenage Mutant Hero Turtles (c) 10/1989 Konami.

Game ID : GX963


The Turtles must save April from the clutches of Shredder and the Foot Clan! Pizza time!


- TRIVIA -


This game is known outside UK as "Teenage Mutant Ninja Turtles" and in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja".


This game runs on the "Super Contra" hardware.


Censors in the UK thought the title 'ninja' was too violent, so the 'Ninja Turtles' became 'Hero Turtles' for the UK audience.


King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.


- TIPS AND TRICKS -


* Various Sewer Level Tricks :

1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!

2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).

3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.


* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.


* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.

1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.

2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.

3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.


- SERIES -


1. Teenage Mutant Hero Turtles (1989)

2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)


- STAFF -


Programmer : G. Suzuki

Character designer : Mariyanma 25

Graphic designer : K. Hattori

Visual designer : Y. Asano

Animation : K. Yamashita

Sound : S. Tasaka, Imo Hideto

Music : Mutsuhiko Izumi, Miki Higashino

Hardware : S. Matsumoto


- PORTS -


* Consoles :

Nintendo Famicom (1990, "Teenage Mutant Ninja Turtles 2")


* Computers :

Amstrad CPC (1990)

Commodore Amiga (1990)

Commodore C64 (1991)

Atari ST (1991, "Teenage Mutant Ninja Turtles 2")

Sinclair ZX Spectrum

$end

$info=tmnt,tmnt2po,tmntu,tmntua,
$bio

Teenage Mutant Ninja Turtles (c) 1989 Konami.

Game ID : GX963


The Turtles must save April from the clutches of Shredder and the Foot Clan! Pizza time!


- TRIVIA -


This game is known in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja" and in UK as "Teenage Mutant Hero Turtles".


This game was based on the first season of the original 1989 cartoon show.


There were several distinct versions of this game available in the arcade, but the four player dedicated cabinet was the most common by far. There were also two player versions, but they are much harder to come by. The TMNT dedicated cabinet was fairly large and had an oversized control panel (to accomodate four players). The sides were decorated with full sideart showing April O'Neal and several of the turtles in a city scene. The marquee shows a city scene with all the turtles and a live action version of April O'Neal. Frankly they just should have drawn her instead of using a photograph, her hair is just awful. The control panel has a city scene similar to the one on the marquee and has four joysticks (one for each player), each of which is a different color. These machines all came equipped with 25'' open frame monitors, although you will sometimes run into one with a different size screen, these are almost always conversions of other titles. Moving on to the interior of the machine, the game itself runs on a JAMMA compatible circuit board. The board itself will plug into a JAMMA wiring harness, but it has a second harness to accomodate the controls for players three and four. The games "The Simpsons", "Sunset Riders", and "Bucky O'Hare" are fully compatible with this extended harness, and will plug directly into a TMNT cabinet without modification. One thing that you may notice is that the jump and attack buttons seem backwards of what they would logically be, but you get used to it quickly.


The game's code itself runs on a pair of processors, an 8 Mhz 68000 and a 3.58 Mhz Z80. Konami's other 4-player games from the era run on similar hardware, but they always changed something so people couldn't just swap EPROMs to change games. For example, "The Simpsons" had the same basic mainboard, but used a 3 Mhz encrypted 68000 in place of the 8 Mhz unencrypted one that TMNT uses. Each one of the dozen or so Konami 4-player games has at least one component difference from all the others.


King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.


- TIPS AND TRICKS -


* Various Sewer Level Tricks :

1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!

2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).

3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.


* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.


* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.

1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.

2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.

3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.


- SERIES -


1. Teenage Mutant Ninja Turtles (1989)

2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)


- STAFF -


Programmer : G. Suzuki

Character designer : Mariyanma 25

Graphic designer : K. Hattori

Visual designer : Y. Asano

Animation : K. Yamashita

Sound : S. Tasaka, Imo Hideto

Music : Mutsuhiko Izumi, Miki Higashino

Hardware : S. Matsumoto


- PORTS -


* Consoles :

Nintendo Famicom (1990, JP "Teenage Mutant Ninja Turtles", and US "Teenage Mutant Ninja Turtles 2 - The Arcade Game") 


* Computers :

Amstrad CPC (1990)

Commodore Amiga (1990)

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)

Atari ST (1991, "Teenage Mutant Ninja Turtles 2")

$end

$info=tmntj,tmnt2pj,
$bio

Teenage Mutant Ninja Turtles - Super Kame Ninja (c) 1989 Konami.

Game ID : GX963


The Turtles must save April from the clutches of Shredder and the Foot Clan! Pizza time!


- TRIVIA -


The subtitle of this game translates from Japanese as 'Super Turtle Ninja'.


This game is known outside Japan as "Teenage Mutant Ninja Turtles" and in UK as "Teenage Mutant Hero Turtles".


This game runs on the "Super Contra" hardware.


This game was based on the first season of the original 1989 cartoon show.


King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.


- TIPS AND TRICKS -


* Various Sewer Level Tricks :

1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!

2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).

3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.


* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.


* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.

1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.

2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.

3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.


- SERIES -


1. Teenage Mutant Ninja Turtles - Super Kame Ninja (1989)

2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)


- STAFF -


Programmer : G. Suzuki

Character designer : Mariyanma 25

Graphic designer : K. Hattori

Visual designer : Y. Asano

Animation : K. Yamashita

Sound : S. Tasaka, Imo Hideto

Music : Mutsuhiko Izumi, Miki Higashino

Hardware : S. Matsumoto

$end

$info=tmnt2,tmnt2a,tmnt22p,
$bio

Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami.

Game ID : GX063


Shredder sends the Turtles through time in an attempt to kill them, but little does Shredder know that the Turtles will end up back at the Technodrome only to face him down once again!


- TRIVIA -


King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.


- SERIES -


1. Teenage Mutant Ninja Turtles (1989)

2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)


- STAFF -


Director : G. Suzuki

Game programmer : K. Takabayashi

Character designer : Moriyanma 27

Graphic designer : M. Inafuku

Visual designer : S. Kitai

Sound designer : T. Ogura

Music composer : Mutsuhiko Izumi

Hardware design : Yasushi Furukawa


- PORTS -


* Consoles :

Nintendo Super Famicom ("Teenage Mutant Ninja Turtles IV - Turtles In Time")

$end

$info=tehkanwc,
$bio

Tehkan World Cup (c) 1985 Tehkan.


- TIPS AND TRICKS -


* Secret music : After finishing a game, and provided you reach the top scores, you are given the chance to enter your name. Instead of writing your name, try one of the following :

1) Type the planner name : 'TOMI' (in this case 'TOM' will be displayed and the last letter 'I' acts like the END button) and you will be able to listen to the ending theme which only comes up after winning the final. This means, that if you win the final, you can listen to the winning theme TWICE! :)

2) Type the programmer name : 'MICH' (here 'MIC' will be displayed and the last letter 'H' acts like the END button) you will be able to listen to some other music which does not exist anywhere else in the game!


- STAFF -


Programmer : Michishito Ishizuka (MIC)

Planner : Shinichiroh Tomie (TOM)

Music : Tsukasa masuko (TSU)

Character designer : Rie Yatomi (RIE)

Cabinet designer : Kohji Okada

Illustration : Hideyuki Yokoyama (YOK)

$end

$info=tekipaki,
$bio

Teki-Paki - Brainwashing Game (c) 1991 Toaplan.

Game ID : TP-020


- TRIVIA -


Licensed to Romstar for USA.


This game in known in Japan and Asia as "Teki-Paki - Sennou Game" (subtitle translates from Japanese as 'Brainwashing Game').


Licensed to Honest Trading Co. for Hong Kong and to Spacy Co. Ldt for Taiwan.


- STAFF -


Music composed by : Tomoaki Takanohashi

$end

$info=tekken,tekkena,tekkenb,
$bio

Tekken (c) 12/1994 Namco.


World's 8 best martial artists emerge into 'The King Of Iron Fist Tournament' for winning the title of King of Iron Fist and a large purse of prize money. Every artist will try his best to defeat Heihachi and win the prize money and fame.


- TRIVIA -


The title of this game translates from Japanese as 'Iron Fist'.


This game runs on the Namco System 11 hardware.


The game was originally going to be called 'Rave War'.


Victor Entertainment released a limited-edtion soundtrack album for this game on 03/1995.


- UPDATES -


REVISION 1 :

* Software version : TE1/VER.B

* Build date : 17 :53 :08, DEC 9 1994


REVISION 2 :

* Software version : TE2/VER.B

* Build date : 17 :53 :08, DEC 9 1994


REVISION 3 :

* Software version : TE4/VER.C

* Build date : 15 :07 :12, JAN 12 1995


- SERIES -


1. Tekken (1994)

2. Tekken 2 (1995)

3. Tekken 3 (1996)

4. Tekken Tag Tournament (1999)

5. Tekken 4 (2001)

6. Tekken Advance (2001, Nintendo Game Boy Advance)


- STAFF -


Director & Main designer : Seiichi Ishii

Coordinator : Masamichi Abe

Game maintenance : Teruaki Konishi, Masahiro Kimoto, Yutaka Kounoe

Design supervisor : Satoru Yamada

Character designers : Kunihiko Nakata, Masanori Kimura, Yoshihisa Yaguchi, Kenichi Isozaki

Motion designers : Hitoshi Matsuda, Masahiro Onoguchi, Shigeo Sasaki, Kaname Takai, Tetsuya Okamoto

Visual designer : Hiroko Ohnishi

Logo & Graphic designer : Hideaki Ito

Program supervisor : Katsuo Nakamura

Main programmer : Masanori Yamada

Game programmer : Naoki Ito

System programmer : Yoshihito Saito

Stage & Effects programmer : Toshihiro Itou

Motion picture & Enemy programmer : Kiyomi Moriya

Management of VRAM : Tetsuya Funatsu

Model convert programmer : Norimasa Matsuura

Tool support : Kazuyuki Nikaido, Naoto Hanai

Test mode programmer : Takayasu Yanagihara

Sound designers : Yoshie Takayanagi, Yoshie Arakawa, Kazuhiro Nakamura

Producer : Hajime Nakatani


- PORTS -


* Consoles :

Sony Playstation (1995)

$end

$info=tekken2,tekken2a,tekken2b,
$bio

Tekken 2 (c) 08/1995 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Iron Fist 2'.


This game runs on the Namco System 11 hardware.


- UPDATES -


REVISION 1 :

* Software version : TES2/VER.A

* Build date : 19 :01 :47, AUG 3 1995


REVISION 2 :

* Software version : TES2/VER.B

* Build date : 10 :39 :16, SEP 29 1995


REVISION 3 :

* Software version : TES3/VER.B

* Build date : 10 :39 :16, SEP 29 1995


- SERIES -


1. Tekken (1994)

2. Tekken 2 (1995)

3. Tekken 3 (1996)

4. Tekken Tag Tournament (1999)

5. Tekken 4 (2001)

6. Tekken Advance (2001, Nintendo Game Boy Advance)


- STAFF -


Director & Main designer : Seiichi Ishii

Coordinator : Masamichi Abe

Game coordinator : Yutaka Kounoe

Motion manager : Masahiro Kimoto

Motion works : hiroaki Yotoriyama, Masataka Ishiguro

Character designers : Kenichi Isozaki, Yuichirou Komoruya, Miki Maemori, Daisuke Tsushima, Hitomi Kusano

Motion designers : Hitoshi Matsuda, Fuminori Tsuchiya, Hanae Karasawa

Visual designers : Hiroko Ohnishi, Yoshinari Mizushima, Kazuaki Fujimoto, Hideto Yamada

Logo & Graphic designers : Hideaki Ito

Opening CG : Yasushi Nidaira, Isao M Nakayama

Visual system support : Tetsuya Okamoto

Technical animation support : Nobuyasu Asano, Yoshihito Ibe

Design supervisor : Junichi Kawamura, Satoru Yamada

Program supervisor : Katsuo Nakamura

Main programmer : Masanori Yamada

Game programmer : Maoki Ito

System programmer : Yoshihito Saito

Movie & Enemy programmer : Kiyomi Moriya

Stage & Effect programmer : Toshihiro Itou

Test mode programmer : Kazuyuki Nikaido

Tool support : Norimasa Matsuura

Optimize program : Shizuka Matsuda

Sound creators : Yoshie Takayanagi, Yoshie Arakawa

Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Hiromichi Kawaguchi

Coordinate support : Toshiya Hara, Shinichi Tsuruya, Atsushi Koyama, Kazuo Takahashi, Mitshuaki Ishii, Tsuyoshi Kiuchi, Akiya Ikeda, Kazuhisa Takahashi, Kow Yasuda, Ryo Sakamoto, Takashi Satsukawa

Producer : Hajime Nakatani


- PORTS -


* Consoles :

Sony Playstation (1996)

$end

$info=tekken3,
$bio

Tekken 3 (c) 1996 Namco.


World's 19 toughest fighters enter The King Of Iron Fist 3, in order to defeat the evil Heihachi and the two bosses Ogre and True Ogre. Every character has his own ambition of winning the tournament. A fully 3d game with one on one concept of fight.


- TRIVIA -


The title of this game translates from Japanese as 'Iron Fist 3'.


This game runs on the Namco System 12 hardware.


This is the first Tekken game which has 3D backgrounds.


 Most of the characters like Jin, Law, Julia are the children of the characters from the first Tekken games.


- TIPS AND TRICKS -


* Play As Anna Williams : Highlight Nina Williams at the characters selection screen and press the Start button. Anna Williams plays identical to Nina Williams. This option is only available after Bryan Fury is play-againstable from Time Release.


* Play As Tiger Jackson : Highlight Eddy Gordo at the characters selection screen and press the Start button. Tiger Jackson plays identical to Eddy Gordo. This option is only available after Ogre 2 is play-asable from Time Release.


* Special Outfits : There are three characters that can use additional outfits by pressing 'Start' to select them instead of a punch or kick button, these are : Jin Kazama, Forest Law, Ling Xiaoyu (Jin and Ling special outfits can only be selected after Mokujin becomes fightable).


* Fight Against Jin As Boss : Play with Heihachi and sometimes you will have to fight with Jin who will be 9th stage's boss instead of Heihachi.


- SERIES -


1. Tekken (1994)

2. Tekken 2 (1995)

3. Tekken 3 (1996)

4. Tekken Tag Tournament (1999)

5. Tekken 4 (2001)

6. Tekken Advance (2001, Nintendo Game Boy Advance)


- STAFF -


Directors : Masamichi Abe, Yutaka Kounoe

Game directors : Masahiro Komoto, Katsuhiro Harada

Motion director : Hiroaki Yotoriyama

Motion manager : Masataka Ishiguro

Visual director : Yoshinari Mizushima

Main programmer : Masanori Yamada

Game programmer : Naoki Ito

System programmer : Yoshihito Saito

I/O programmer : Tetsuya Funatsu

Led programmer : Toshiharu Hijiya

Stage & Effect programmers : Yoshiyuki onda, Hajime Furusawa, Hajime Harima

Enemy & Camera programmer : Junichi Sakai

Test mode programmer : Kiyoshi Minami

Tool support : Koji Yamaguchi

Motion designers : Yukie Misaki, Yoshihisa Yaguchi, Nobuko Nimura, Fuminori Tsuchiya, Tomoe Yamashita, Ryouchi Ban, Tomoko Tomita, Sachiko Inoue, Isamu Sawada, Kazuo Takahashi, Jin Okubo, Naotake Hirata

Character model designers : Takuji Kawano, Kazuaki Fujimoto, Akira Nakajima, Daisuke Tsushima

Led designer : Taro Okamoto

Stage designers : Masashi Kubo, Tatsuya Matsue, Yasunori Yanagawa, Miki Maemori, Hitomi Yotoriyama, Yuko Mizoguchi

Visual designer : Yukiko Yokoo

Logo designer : Hideaki ito

Music composers : Nobuyoshi Sano (Sanodg), Keiichi Okabe (B.K.O)

Sound effect & Voice editor : Etsuo Ishii

Opening movie director : Hiroshi Kuwabara

Opening movie staff : Takeya Inokuchi, Eishu Takamura, Yukiharu Taniguchi

Coordinate support : Ryouzi Ichikari, Satoshi Masukana, Tetsuya Akatsuka, Ryo Sakamoto, Akiya Ikeda, Tatkuzi Kanayama, Tsuyoshi Kiuchi, Kazuhisa Takahashi, Norikatsu Yoshikawa, Makoto Kusano, Yusuke Morita, Atsushi Koyama, Miho anaka, Naoyuki Kondou

Motion capture tech. team : Takayasu Yanagihara, Hiroshi Numakami, Satoshi Yamaguchi, Yasumichi oonishi

Motion actors : Minoru Suzuki and Osami Shibuya of 'World Pancrase Create Inc.', Master.Marcelo Pereira of 'Capoeira Mandinga, Barkeley-California-USA', Hwang Su-Il of 'Japan International Taekon-do Federation', Yoshinori Aoki, Kenichiro Tamayori, Toshiyuki Miyajima

Opening movie effects : Image

Camera motion director : Koh Onda

Camera motion designers : Kanako Doi, Kazuki Aizawa, Takashi Iwaizumi

Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Fumihiko Hasegawa, oshihiro Shimizu

Technical support : Tetsuji Baba, Naohiro Saito, Akiko Saito, Yasuo Ohba

Program supervisor : Katsuo Nakamura

Visual supervisors : Junichi Kawamura, Satoru Yamada

Producer : Hajime Nakatani


- PORTS -


* Consoles :

Sony PlayStation (1998)

$end

$info=tekkentt,
$bio

Tekken Tag Tournament (c) 1999 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Iron Fist Tag Tournament'.


This game runs on a Namco System 12 hardware.


This game has a tag play system (i.e : one player can play select a team of two players) and then during a match he can tag his characters at any time. Unlike other tekken games, this episode has no specific storyline and the main idea behind the game was to create a game which will have all the chracters from tekken1 to tekken3 with a few new characters. Tekken Tag Tournament has a total of  38 characters. When the machine is turned on for the first time, by default only 10 characters are playable. The rest of the characters are released one by one after specific time. The characters can be tagged by pressing the 5th key.


- SERIES -


1. Tekken (1994)

2. Tekken 2 (1995)

3. Tekken 3 (1996)

4. Tekken Tag Tournament (1999)

5. Tekken 4 (2001)

6. Tekken Advance (2001, Nintendo Game Boy Advance)


- PORTS -


* Consoles :

Sony PlayStation2 (2000)

$end

$info=teljan,
$bio

Tel Jan (c) 1999 Electro Design.


Mahjong controlled with a joystick.


- TRIVIA -


This game runs on the Kaneko Super Nova System hardware.

$end

$info=telmahjn,
$bio

Telephone Mahjong (c) 01/1989 Nichibutsu.


Girls that can talk on the phone AND play mahjong at the same time!

Controlled with a mahjong control panel.

$end

$info=tempest,tempest1,tempest2,tempest3,
$bio

Tempest (c) 10/1981 Atari.

Game ID : 136002


Tempest is a spinner game. You control a little yellow shooter that gets to move around on the outside of a tunnel. The tunnel falls away from you in a vanishing point perspective. Each level presents you with a different tunnel, that has a different shape to it. Some of them aren't even proper tunnels because they do not actually connect (some are just lines, et cetera). The bad guys start at the bottom of the tunnel and quickly work their way up towards your shooter. You have to blast them before they get to the top. Once an enemy reaches the top it will start moving around up there, you can still shoot them, but it is much harder to do so without them hitting you first. Your weapons are a blaster and a superzapper. The blaster just shoots like any normal video game laser. The superzapper is different though. You can use it twice on each screen. It will kill all the enemies the first time you use it on any given screen. The second time it will only kill some of them. Some of the enemies leave green lines behind when they move. You have to dodge these lines in the little warp sequence between each level. This is usually easy to do, but sometimes it seems like nearly every tunnel segment has a green line on it, which makes it quite a bit harder to pick the correct one.


- TRIVIA -


Tempest was an awesome arcade game that transported the player into abstract realms of space. Soaring into its second decade of life, Tempest is still the favorite of devotees who seek to become one with this adventure through hyperspace. Approximately 29,900 units were produced. Tempest sold approximately 20,000 units to distributors before it was even released.


Tempest was the first game to use 'Color-Quadrascan' and 'Skill-Step', both features unique to Atari vector games. Tempest was originally a 3-D "Space Invaders" clone called 'Vortex', but was changed when the other engineers didn't come back to play the game. This was kind of a test for an Atari game; if the engineers kept coming back to play a new game, it was considered a hit.


The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around.


* The Creation of Tempest : Dave Theurer, who designed the game and wrote the software, said his original intention was to make a first-person perspective of the "Space Invaders" game, but he ended up doing something completely new and different.  Rich Adam : "Dave implemented a first-person "Space Invaders". Everybody played it but they didn't keep coming back. You could tell when you had something cool, the engineers kept coming back. This was good and bad because there were times when you wanted to work on your game and everybody would want to be playing it. But when he was doing the first-person "Space Invaders", Dave didn't run into this problem of everyone wanting to play the game... and he said to himself : 'Well, maybe this isn't working. What can I do?' Then I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it. I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain.".


* Remembrances from the Video Game Masters : Although known for his hard work and for his ability to focus on and conquer exceedingly tough software problems, Dave Theurer looks back upon his days at Atari as having been fun and rewarding. Dave Theurer : "It was just so exciting working on these new games. All my life I loved explosions. When I went to college I was a chemistry major because I wanted to do something where I could make explosions. When I was a kid I had a chemistry set and I'd blow stuff up all the time. Eventually, you learn that you can't really do that in real life, so the next best thing is to do it on the screen, so here I was blowing stuff up on the screen. Simulating real life is fun too. It's almost like you can create your own universe. Well, you are creating your own universe. That's rewarding, to see something come alive.".

Playing games, both video and pinball, was a constant part of life for the engineers at Atari. Dan Pliskin : "In the morning, I used to go in and I'd make up a pot of Italian roast or French roast coffee and pour myself a big mug. Then I'd go and sit it on a pinball machine and drink coffee and play pinball until scores got up to, like, a couple hundred thousand. That would be my indication that I was sharp enough to go and design something.".


* Popular from the Start : Tempest was a game that immediately captivated people from the very start. Lyle Rains : "Like a number of these games that were very addictive, the Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there. And you could get very good at it. I think what people like is the ability to accomplish amazing things".


* The Great 25-Cent Escape : Not only did players often find a sense of welcome escape in the video games they played, but this was very much the intention of some of the great game designers. Dave Theurer : "I want to design it for a guy who's totally frazzled by his job and needs a way to temporarily escape. There's a certain class of games... where you just get into a trance when you're playing them. As long as you're in this trance you'll do fine.".


Tempest was available in three different dedicated cabinets. An upright, a cabaret, and a cocktail. The upright machine came in a nice arrow shaped cabinet that featured one long straight angled line from the top of the cabinet to the bottom of the control panel. This design makes it very easy to spot converted Tempest cabinets. The Tempest marquee had a whole bunch of glowing purple lines along with an evil looking crawly thing that looked like it was coming right at you. The sideart had kind of a spacey look to it, with a bunch of red lines radiating out from a central point that had monsters crawling out of it! The control panel had more spacey lines and holes graphics, along with an optical spinner and a pair of fire buttons. The cocktail version was a black square table with a woodgrain top. It had red lines and instructions underneath the glass, with player control panels on either side. For some reason the monitors on these were installed butted up against one side, instead of centered. Both the cocktail and the upright used a color X-Y monitor.


A Tempest unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Twilight Zone - The Movie', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1986 movie 'Running Scared', in the 1986 movie 'Maximum Overdrive' (A cocktail cabinet) and in the 1987 movie 'Death Wish 4 - The Crackdown'.


A Tempest unit appears in the music video 'Subdivisions' by RUSH.


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- UPDATES -


Revision 1 :

* First public release.


Revision 2 :

* Fixes the score cheat in test mode.

* Changes spinner letters to a line.


Revision 3 :

* Fixes screen collapse between 1 and 2 players in the 2 player mode.


- TIPS AND TRICKS -


These are cheats (They weren't cheats at all. They were intentionally programmed in as a security measure). They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below...

00 - freeze screen

01 - access bookkeeping totals

05 - allows playing during attract mode

06 - 40 free credits

11 - 40 free credits

12 - 40 free credits

14 - credit sound without actual credit

15 - credit sound without actual credit

16 - 40 free credits

17 - 40 free credits

18 - 40 free credits

41 - switch last 2 digits of score

42 - increase score quickly

46 - demonstration mode - start at any level, up to level 81

50 - player moves by itself

51 - player moves by itself

60 - objects drift down

66 - objects drift right

67 - objects jump

68 - objects drift up

70 - objects drift up


After code '05' (play during attract mode) is activated, the following cheats become available...

Set the last two digits to 46 : Random-colored level with wrong enemies.

Set the last two digits to 48 : 255 extra lives.


- SERIES -


1. Tempest (1981)

2. Tempest 2000 (1994, Atari Jaguar)

3. Tempest X (1996, PlayStation)

4. Tempest 3000 (2000, Nuon)


- STAFF -


Designed and programmed by : Dave Theurer (DFT)

Project leader : Morgan Hoff (MPH)

Hardware Guy : (SDL)

Technician : (MJP)

From hiscore table : Eric Durfey (EJD), Dave Sheppard (DES), (RRR), (BEH)


- PORTS -


* Consoles :

Atari 2600 (1983, Proto, Only one cart exists by the looks of it :)

Atari 5200 (1983, Proto)

Atari 2600 (1984)

Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")

Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")

Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")


* Computers :

Acorn Electron (1985)

Amstrad CPC (1986)

Atari ST (1989)

PC [CD-Rom] (1999, "Atari Arcade hits 1")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

Commodore C64 ("Genesis")

Sinclair ZX Spectrum

$end

$info=temptube,
$bio

Tempest Tubes (c) 1982.


- TRIVIA -


This is a hack of the original "Tempest".


- UPDATES -


This hack adds new shaped levels to the game (game is much harder), but the title screen remains unchanged.


- STAFF -


This hack was created by : Duncan Brown

$end

$info=dynwarj,
$bio

Tenchi wo Kurau (c) 04/1989 Capcom.


Chinese heroes of the Three Kingdoms saga mount their horses and slash their way through hordes of enemy infantry in order to unite ancient China!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows'.


This game is known outside Japan as "Dynasty Wars".


This game runs on the Capcom Play System hardware (CPS).


The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.


Pony Canyon / Scitorn released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.


- SERIES -


1. Tenchi wo Kurau (1989)

2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992)


- STAFF -


Producer : Kihaji Okamoto

Game Designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka

Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki

Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita

Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi

Sound music : Manami Goto

Illustration : S. Shintani


- PORTS -


* Consoles :

NEC PC Engine (1991)

$end

$info=wofj,
$bio

Tenchi wo Kurau II - Sekiheki no Tatakai (c) 10/1992 Capcom.


Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! Based on the Three Kingdoms saga.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows II - Battle of Red Wall'.


This game is known in US as "Warriors of Fate" and in Asia as "Sangokushi II".


This game runs on the Capcom Play System hardware (CPS).


The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.


- UPDATES -


There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version ("Warrior of Fates"). They are listed as follows :

* After the bonus stage, a scene with the 3rd emperor making comments was cut.

* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.

* All names in-game were accompanied by their kanji.

* All names were changed and aren't even properly translated from the originals.

* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.

* In stage 1, a short message from the advisor was taken out.

* In stage 1, the boss gave a short dialogue.

* In stage 3, during the opening the boss has a short dialogue.

* In stage 4, the boss had a short dialogue.

* In stage 5, Akkila-Orkhan has a short dialogue.

* In stage 5, the boss had a short dialogue.

* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.

* In stage 6, there were additional lines between the player and Kuan-Ti.

* In stage 8, a short message from the advisor was taken out.

* In stage 8, the boss has a short dialogue.

* In stage 9, a short message from the advisor was taken out.

* In stage 9, there was a conversation between player and the boss.

* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.

* Some weapons were generalized in the World version.

* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.

* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!).


- SERIES -


1. Tenchi wo Kurau (1989)

2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992)


- STAFF -


Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz

Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko designer : Akiman

Sound : T. Yomage, Toshi Bull, Oyabun, Inu


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=tengai,
$bio

Tengai (c) 04/1996 Psikyo.


Nice horizontal shoot'em up with five selectable characters who have their own storyline and ending.


- TRIVIA -


The title of this game translates from Japanese as 'Beyond The Heavens'.


This game is known in Japan as "Sengoku Blade - Sengoku Ace Episode II".


- TIPS AND TRICKS -


* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...


* Play As Ayin : At the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear.


- SERIES -


1. Samurai Aces (1993)

2. Tengai (1996)


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=term2,term2la2,term2la1,
$bio

Terminator 2 - Judgment Day (c) 11/1991 Midway.


Hasta La Vista, Baby!


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


- UPDATES -


REVISION 1 :

* Software version : LA1

* Build date : 11/1/91


REVISION 2 :

* Software version : LA2

* Build date : 12/9/91


REVISION 3 :

* Software version : LA3

* Build date : 3/27/92


- TIPS AND TRICKS -


Bonus Trick on Stage 1 : On Stage 1, exoskeletons will sometimes pop up in the foreground.  When this occurs, shoot the skull until a CPU appears. Shoot the CPU quickly and you can receive a bonus (points, shield, more energy, plasma cannon, etc)!


- STAFF -


Directors : George N. Petro (GNP), Jack E. Haeger (JEH)


* Game Design :

Programmers : George N. Petro (GNP), Warren Davis (WBD), William F. Dabelstein, Jr. Todd R. Allen

Graphics designers : Jack E. Haeger (JEH), Tim Coman (TJC), John Vogel (JCV)

Sound / Music : Chris Granner (CPG)


Producers : Neil Nicastro, Ken Fedesna

Based on the story by James Cameron & Willian Wisher.

Hardware : Mark Loffredo, Cary Mednick (CMM), Rich Karstens, Glenn Shipp, Pat Cox (P C), Raymond Gay (ROG)

Gun designers : Ray Czajka (RAY), & Jerry Pinsler

Cabinet designer : Ray Czajka (RAY)

Cabinet graphic designers : Jack E. Haeger (JEH), Bruce Siegel, Kevin O'Connor

Production Support : Sheridan Oursler (SNO), Al Lasko

Marketing : Roger Sharpe, Rebecca Ellis

Sales : Joe Dillon, Lesley Ross, Bob Lentz, Rachel Davies


* CAST :

Terminator : Arnold Schwarzenegger (ALS), Peter Kent

T-1000 : Robert Patrick (REP)

John Connor : Eddie Furlong (EZF)

Sarah Connor : Debbie Evans

Future Soldier : Doug Watson, Tania Mulderink

Swat/Clean Room Guy : Ken Moreno

Hideout Human : Jack E. Haeger (JEH)

Hideout Gunner : Tim Coman (TJC)

Hideout Kid : Matt Cooney

Voice of Skynet : Stephanie Rogers

Hideout Dog : Sparky


- PORTS -


* Consoles :

Sega Mega Drive (1992)

Nintendo Super Famicom (1993)

Sega Game Gear (1993)

Sega Master System

Nintendo Game Boy


* Computers :

Commodore Amiga (1993)

Sinclair ZX Spectrum

$end

$info=terracre,terracra,terracrb,
$bio

Terra Cresta (c) 11/1985 Nichibutsu.


- TRIVIA -


You can become a phoenix like in the title screen if you collect all the ship parts :).


Pony Canyon / Scitron released a limited-edition soundtrack for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- SERIES -


1. Moon Cresta (1980)

2. Terra Cresta (1985)

3. Terra Cresta II (NEC PC Engine)

4. Dangar - Ufo Robo (1986)

5. Terra Force (1987)


- STAFF -


Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada

Music composed by : Kenji Yoshida


- PORTS -


* Consoles :

Nintendo Famicom (1985)


* Computers :

Amstrad CPC (1986)

Commodore C64 (1987)

Sharp X68000 (19??, "Video Game Anthology Vol. 01 - Terra Cresta")

$end

$info=terraf,terrafu,
$bio

Terra Force (c) 12/1987 Nichibutsu.


- TRIVIA -


Terra Force uses the same innovative overworld/underground and perspective changing gameplay found in Nichibutsu's earlier game "Mag Max".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.


- SERIES -


1. Moon Cresta (1980)

2. Terra Cresta (1985)

3. Terra Force (1987)


- STAFF -


Game designer : Shigeki Fujiwara

Game programmers : Kakefu, Shinya Okuda

Character designers : Takanori Tanaka, Yuki Yasuda

Title designer : Shinji Kubota

Sound composer : Noburu Yoshida

Sound programmer : Yoshinori Mitta

Hardware engineer : Isao Shiki

$end

$info=tetris,tetrisa,tetrisb,tetrisbl,tetrist,tetrista,
$bio

Tetris (c) 12/1988 Sega.


- TRIVIA -


This game runs on both Sega System 16A and 16B hardware.


A version of this game that run on the Taito B System hardware (Game ID : C12) was released in 1989.


- SERIES -


1. Tetris (1988)

2. Sega Tetris (1999)


- PORTS -


* Consoles :

Sega Mega Drive (1989)

$end

$info=atetris,atetrisa,atetrisb,atetrsb2,atetcktl,atetckt2,
$bio

Tetris (c) 1988 Atari Games.

Game ID : 136066


Face The Soviet Challenge!


- TRIVIA -


Tetris is a CLASSIC; ranking with the likes of "Pac-Man", "Donkey Kong" and "Tempest"; and is still one of the most popular games today.


Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.


Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :

* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.

* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.

* The 'T' - A row of three blocks with one added below the center.

* The 'L' - A row of three blocks with one added below the left side.

* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').

* The 'S' - Bent trimino with block placed on outside of clockwise side.

* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').


Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realise that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.


Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.


A bootleg version was released by 'Video Games' in 1989 (See 'Updates' for more information).


- UPDATES -


The bootleg version (made by 'Video Games') shares a different 'Staff screen' (See Staff section for the original), here is the bootleg one :

Project leader : James Bond

Video Graphics : Tom Catson

Engineer : Ted Tedious

Technician : Log Dreaming

Audio : Bill Cody


- TIPS AND TRICKS -


While on attract mode, if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into its next phase. If you repeat it a few times the music will start playing...


- STAFF -


Project leader : Kelly Turner

Programmed by : Norm Avellar, Kelly Turner, Ed Logg

Video graphics by : Kris Moser

Engineer : Doug Snyder

Technician : Glenn Mcnamara

Audio by : Brad Fuller


- PORTS -


* Consoles :

Nintendo NES ("Tengen Tetris"). This port was not licensed by Nintendo and was only released in North America.

$end

$info=tgmj,
$bio

Tetris - The Grand Master (c) 07/1998 Arika / Capcom.


- TRIVIA -


This game runs on the Sony ZN-1 hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (TGM the Ground Master - PCCB-00372) on 19/05/1999.


- TIPS AND TRICKS -


* Conditions for Achieving the Grandmaster Grade : The higher you score, the better your grade will be. However, you need more than a high score to be graded a Grandmaster. You must be at least grade 1 when you reach level 300 and grade S4 when you reach level 500. Finally, you must be grade S9 and reach level 999 in under 13 minutes and 30 seconds (the tricky bit). Good luck!


* Basic Tips for Improving Speed :

1) When a piece is touching your stack, tapping 'down', will lock it in place instantly, saving you a  fraction of a second. These really add up, so keep pushing the game forward as fast as you can handle!

2) It takes the same amount of time to clear a single line as it does to clear a double, triple, or Tetris, so try to be efficient and avoid clearing too many singles.

3) Your level increases by 1 for every line you clear. It also increases by 1  for every piece that appears. However, when you are at levels 99, 199, 299, etc. your level will not increase from falling pieces. You MUST clear a line to proceed (and change the background). Every second you spend without clearing a line is wasted time, so keep an eye on your level and try to have a line ready for the right moment.

4) If you intentionally keep your stack near the top of the screen it will take less time for pieces to fall and you will save time. This is most important at the beginning when pieces fall slowly, and again at level 200 when they slow to a crawl once more. By level 500, pieces will literally fall insantly and it will no longer make a difference how high your stack is.


* Advanced Rotation Techniques :

1) If you press and hold a rotate button before a piece appears, that piece will be rotated instantly as it appears in the field. The attract mode can give you a visual demonstration.

2) When you are rotating a piece, if there are any blocks preventing a rotation then the game will then try to see if there is room for a rotated piece 1 square to the right, and failing that, 1 square to the left. It sounds subtle, but you can use this to get pieces into seemingly impossible locations. Study the visual demonstrations of this in the attract mode.


* Title Screen Codes : Enter these codes at the title screen for the desired effect...

Big Mode (Pieces are much larger in size.) : Left(x4), Down, C, B, A.

Black & White Mode (Removes color.) : Right(x3), Up, C, B, A.

TLS Mode (Pieces will still have shadows beyond lvl100) : A, B, C(x2), B, A(x2), C, B.

Uki Mode (A Japanese child will laugh when you clear lines.) : A, B, A, B, A, B, A, B, A, B, A, B, A, B, A, B(x2).

Death Mode (Starts the game at the highest speed.) : Down(x8), C, B, A.

Reverse Mode (Pieces rise and you play Tetris upside down) : Down, Up(x2), Down, C, B, A.


* No Item Mode : To play a classic versus game without any items, hold down both player Start buttons when it says 'Here Comes a New Challenger'.


* Another Hidden Game Mode : As you play, leave the bottom left square unfilled so that that line doesn't clear. Also, leave the square up one and right one unfilled so that the second line won't clear. Continue like this, leaving holes diagonally, until you reach the right wall. Then continue diagonally to the left wall. You should be making a pattern that looks like '>'. It's actually rather hard to make the pattern entirely, but try to make as much as you can. After you die the game will recognise this pattern and give you an additional "Secret Grade", according to how much of the pattern you were able to make. Can you achieve Grandmaster in this challenging exercise?


- SERIES -


1) Tetris - The Grand Master (1998)

2) Tetris The Absolute - The Grand Master 2 (2000)

3) Tetris The Absolute - The Grand Master 2 Plus (2000)


- STAFF -


Music composed by : Shinji Hosoe, Ayako Sasou

$end

$info=tetrisp,
$bio

Tetris Plus (c) 1995 Jaleco / BPS.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.


- SERIES -


1. Tetris Plus (1995)

2. Tetris Plus 2 (1997)


- STAFF -


Game designer : Taro Sasahara

Programmers : Rerorero, -M-

Graphic designers : Suzuki Tatsuhiro, Pyonkey Matsuo, Shigesawa Hiroshi

Sound : NIS, Kazuo Sawa


- PORTS -


* Consoles :

Nintendo Game Boy (1996)

Sony PlayStation (1996)

Sega Saturn (1996)

$end

$info=tetrisp2,teplus2j,tp2m32,
$bio

Tetris Plus 2 (c) 1997 Jaleco / The Tetris Company.


- TRIVIA -


This game runs on the Jaleco Mega System 32 hardware.


- SERIES -


1. Tetris Plus (1995)

2. Tetris Plus 2 (1997)


- STAFF -


Character voices -Joshuko- : Sachiko Sugawara

Directors : Taro Sasahara, YU1 Sekine

Programmers : Shuji Ohno, Koichi Satoh

Graphic designers : Takashi Hashizume, Pyonkey Matsuo, Satoshi Higashida, Koichi Narita, Tatsuhiro Suzuki, Hiroshi Shigesawa, Ken Kogawa

Sound : Kenichi Kamio

$end

$info=thoop2,
$bio

TH Strikes Back (c) 1994 Gaelco.


- SERIES -


1. Thunder Hoop (1992)

2. TH Strikes Back (1994)

3. Thunder Hoop III

$end

$info=thief,
$bio

Thief (c) 12/1981 Pacific Novelty.


This title plays a lot like "Pac-Man", except the maze is more detailed. You drive you car around the maze, picking up the money that is laying around everywhere (just like the dots in "Pac-Man"). Now to avoid being any more like" Pac-Man", the designer decided to give you four enemies, who each move around the maze with a distinct personality (but they are cars, not ghosts). In a final attempt to make this game different from "Pac-man", the designer then added dollar signs in each corner of the screen, running over these allows you to chase after your foes, and run over them (not at all like "Pac-Man"). In later levels these dollar signs may be in places other than the corners (finally, something that actually is different than "Pac-Man"). Each level is finished by clearing all the dollars bills from the board (the game will also rate you with a new 'Crime Level' everytime you complete a screen).


- TRIVIA -


Thief was not a new idea, it was a simple automotive maze game, but is memorable for having some truly horrible graphics. The kind of graphics that are so bad that you can tell a lot of effort was put into them. This was actually a common problem with a lot of lesser known early 80s arcade titles. The programmers would try and push the limits of their hardware, and end up with a true monstrousity.


The game is still fun, despite the "crashed Nintendo" look of the background scenes and explosions.


This game has an intriguing sound sample that includes what sounds like chatter between cops on their radios. If you are able to last long enough, a voice breaks through saying 'Hey, Good play!'.


Thief machines are of an interesting design. They are bright red, and have a very 'top heavy' look to them, this is due to the laid back monitor, and oversized marquee. These machines have a simple 'Thief' logo as sideart (it is a sticker), and use chrome t-molding. The oversized marquee is yellow, and has an image of a 1920s paddy wagon, and a prisoner wearing a classic black and white striped prison suit. The control panel overlay and monitor bezel are yellow as well, and are covered in similar images to the one on the marquee. The control panel itself has only a 4-Way joystick with a red ball on top, and Start buttons for each player located on the right side of the panel.


The game itself runs on a Z80 processor, and uses a unique wiring harness that is not compatible with any other games. The machine also has a cassette player mounted inside that plays a four minute loop tape of actual police radio announcements from many years ago.


- STAFF -


Executive producer : Brian D. Senler

Screenplay by : Philip Lieberman

Directed by : Bernie Stolar

Stunts performed by : Bill Cravens

Cinematography by : Robert Meacher

$end

$info=trally,
$bio

Thrash Rally (c) 11/1991 Alpha Denshi.

Game ID : 0038


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994, "Rally Cross")

$end

$info=3stooges,
$bio

The Three Stooges In Brides Is Brides (c) 07/1984 Mylstar Electronics.

Game ID : GV-113


Larry, Moe and Curly throw pies and cause their usual mischief in all the wrong places.


- TRIVIA -


This video game is based on the movie shorts and full-length movies that feature the characters of the same name.


- STAFF -


Programmed by : Sam Russo

Video graphics by : Jeff Lee

Audio by : Dave Zabriskie

$end

$info=3wonders,3wonderu,
$bio

Three Wonders (c) 05/1991 Capcom.


Three Wonders contains three games controlled with an 8-way joystick and three buttons :

1) Midnight Wanderers - Quest for the chariot

2) Chariot - Adventure through the sky

3) Don't Pull


- TRIVIA -


This game is known in Japan as "Wonder 3".


This game runs on the Capcom Play System hardware (CPS).


The main character of the action game (Midnight Wanderers) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.


- UPDATES -


Wonder 3 (the Japanese version) has some differences :

* The action game is called 'Roosters' instead 'Midnight Wanderers'.

* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them.


- STAFF -


Game designer : Udatoshi

Programmer : Koma Chan

Character designer : Kurisan

B.G. designer : Kuramoyan

Sound composer : T. Yomage

Director : Kihaji Okamoto

$end

$info=thrilld,
$bio

Thrill Drive (c) 1998 Konami.


- SERIES -


1. Thrill Drive (1998)

2. Thrill Drive 2 (2000)

$end

$info=thunderl,
$bio

Thunder & Lightning (c) 1990 Seta.


- TRIVIA -


Licensed to Romstar for US manufacture and distribution.

Also licensed to Visco.


- SERIES -


1. Thunder & lighting (1990)

2. Block Carnival (1992)


- PORTS -


* Consoles :

Nintendo Famicom (1990)

$end

$info=thndrbld,thndrbdj,
$bio

Thunder Blade (c) 1987 Sega.


- TRIVIA -


This game runs on the "After Burner" hardware.


Pony Canyon released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) 07/07/1988.


- STAFF -


Music by : Kouichi Namiki


- PORTS -


* Consoles :

Sega Mega Drive (1988, "Super Thunder Blade")

Sega Master System (1988)

Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")


* Computers :

Amstrad CPC (1988)

Atari ST (1988)

Commodore 64 (1988)

Commodore Amiga (1988)

NEC PC Engine (1988)

Sinclair ZX Spectrum (1988)

Sharp X68000 (1990)

$end

$info=thndblst,
$bio

Thunder Blaster (c) 1991 Irem.


- TRIVIA -


This game is known outside Japan as "Lethal Thunder".


This game runs on the Irem M-92 system hardware.

$end

$info=tceptor,
$bio

Thunder Ceptor (c) 1986 Namco.


- SERIES -


1. Thunder Ceptor (1986)

2. Thunder Ceptor II (1986)


- STAFF -


Music by : Norio Nakagata

$end

$info=tceptor2,
$bio

Thunder Ceptor II (c) 1986 Namco.


- SERIES -


1. Thunder Ceptor (1986)

2. Thunder Ceptor II (1986)


- STAFF -


Music by : Norio Nakagata

$end

$info=thunderx,thnderxj,
$bio

Thunder Cross (c) 10/1988 Konami.

Game ID : GX873


Wipe Out The Mechanikon Hordes!!! Take off into outer space and prepare for battle.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989.


- UPDATES -


The Japanese version has different level order.


- SERIES -


1. Thunder Cross (1988)

2. Thunder Cross II (1991)


- STAFF -


Soft technicians : Kalcium Wada, The Great Utamaro

Team consultant : Beauty Hide

Production superviser : K. Hiro

Animation character : Moriyanma 24

Set visual artist : M. Sunachan

Sound designers : Nyanpy J-Kane, Prophet Fuka

Processing to Hard : Taka

Package designer : Maya 2095

$end

$info=thndrx2,thndrx2a,
$bio

Thunder Cross II (c) 1991 Konami.

Game ID : GX073


- TRIVIA -


This game runs on the "Super Contra" hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.


- SERIES -


1. Thunder Cross (1988)

2. Thunder Cross II (1991)


- STAFF -


Producer : T. Nakagawa

Programmers : K. Tokunaga, K. Kano

Graphic designers : Satoru. K, S. Yamamoto, T. Kiuchi, Y. Kimura, Y. Takano, Kazuaki Nakanishi, T. Nakanishi, T. Nakazawa, M. Tohyama

Assist : Y. Suzuki

Sound designer : Mikio Saito (Metal Yuhki)

$end

$info=tdragon,tdragonb,
$bio

Thunder Dragon (c) 08/1991 NMK.


- TRIVIA -


Licensed to Tecmo for distribution.


- UPDATES -


The bootleg version uses the "Raiden" (seibu) sound hardware, all musics from "Raiden" are present =).


- TIPS AND TRICKS -


* Secret Message : Reset game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press P1 Button 2(x14). If you did this correctly, you should see another message '4th June. 1991'. And you are in the test mode.


- SERIES -


1. Thunder Dragon (1991)

2. Thunder Dragon 2 (1993)


- STAFF -


Producer : Yukio Tomonari

Director : Yosuke Ono

Game designer : Merry Tamio

Programmer : Lieut. Col. Ore

Scenario writer : Ikezu Kenzi

Sound creator : Hide-Kaz

Graphic designers : Ikezu Kenzi, Giant Ama

$end

$info=tdragon2,
$bio

Thunder Dragon 2 (c) 1993 NMK.

Game ID : UPL-93091


- TRIVIA -


This game is also known as "Big Bang - Power Shooting".


- SERIES -


1. Thunder Dragon (1991)

2. Thunder Dragon 2 (1993)


- STAFF -


Planner : W.W. Miyakawa

Programmer : Ore-Dayo

Co-programmer : Ryu Kikuchi

Graphic designers : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami

Sound creator : Manabu Namiki (Taro)

Sound adviser : Hide-Kaz

$end

$info=tfrceac,tfrceacj,tfrceacb,
$bio

Thunder Force AC (c) 1990 Sega / Technosoft.


- TRIVIA -


This game runs on the Sega System C2 hardware.


This game was originally released the same year on the Sega Mega Drive as "Thunder Force III".


AC stands for 'ArCade'.

$end

$info=thundfox,thndfoxu,thndfoxj,
$bio

Thunder Fox (c) 08/1990 Taito.

Game ID : C28


The world is being overrun by terrorists! Not to worry, since two super soldiers are on the case of wiping out this threat. Features nice graphics and sound, along with solid side-scrolling "Rolling Thunder" style action as well as some side scrolling shooter stages to mix things up.


- TRIVIA -


This game runs on the Taito F2 Expanded hardware.


As odd as it may sound, this is one of the very few game that lets you use melee attacks with some firearms without actually firing a single shot, this allows you to use these only when you really need extra firepower! It is so strange that this idea is not used more often! :)


- STAFF -


Game designer : Keppel Maekawa

Creators : Wolf Kato, Oki, Van Van, CZ-601, Takahiro Natani, Mizushima-ya.Mii, FZR-MOM

Character designers : Kawamoto, Nishikawa, Morimoto, Kazama, Omae, Yamada, Kawagishi

Designer : Hiroyasu Nagai

Sound director : Hisayoshi Ogura (OGR.)

Music composer : Kazuko Umino (Karu.)

Sounds effects editor : (Pochi.)


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=thoop,
$bio

Thunder hoop (c) 1992 Gaelco.


- SERIES -


1. Thunder Hoop (1992)

2. TH Strikes Back (1994)

3. Thunder Hoop III

$end

$info=tstrike,
$bio

Thunder Strike (c) 19?? The Game Room.

$end

$info=thndzone,
$bio

Thunder Zone (c) 1991 Data East.

Game ID : MAJ


Four soldiers grab machine guns and other projectile weapons and shoot their way through the terrorist arsenal.


- TRIVIA -


This game is known in US as "Desert Assault".


- STAFF -


Project leader : Naomi Susa

Planner : Yoshiaki Honda

Programmers : Souichi Akiyama, Halyuki Kobayashi, Nod Suzuki

Adviser : Kazuyuki Kurata

Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu

Composers : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)

Hardware : Shingo Mitsui

$end

$info=tndrcade,
$bio

Thundercade (c) 1987 Seta.

Game ID : UA-0


- TRIVIA -


Licensed to Taito for manufacture and distribution.


This game is also known as "Twin Formation" and in Japan as "Tokusyu Butai U.A.G.".


- STAFF -


Producer : Jun Fujimoto

Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato

Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka

Music & Sound : K. Hasegawa

Goblin sound : T. Suzuki, H. Yotsumoto


- PORTS -


* Consoles :

Nintendo Famicom

$end

$info=thunderj,
$bio

Thunderjaws (c) 06/1990 Atari Games.

Game ID : 136076


- STAFF -


Designed and programmed by : Russel Dawe (Rusty)


- PORTS -


* Computers :

Sinclair ZX Spectrum (1991)

Amstrad CPC (1991)

Commodore C64 (1991)

Commodore Amiga (1991)

Atari ST (1991)

$end

$info=tictac,
$bio

Tic Tac Trivia (c) 1983 Merit.

$end

$info=tickee,
$bio

Tickee Tickats (c) 1994 Raster Elite.

$end

$info=tigeroad,
$bio

Tiger Road (c) 11/1987 Capcom.


- TRIVIA -


This game is known in Japan as "Tora-he no Michi".


Licensed to Romstar for US manufacture and distribution (12/1987).


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988.


- UPDATES -


All the voices from the Japanese "Tora-he no Michi" has been removed in Tiger Road.


- STAFF -


Director and martial arts guidance : Lee Wong

Planners and directors : Lee Wong, Shin Wong

Special effects : Chan Yuki, Tom Yang, Mah Shing

Art experts : Ryu Kyu, Ei Show, Take Pong

Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe

Stagehand : Ji Shing

Sound effects : Hero Yoe, Mie Maru

Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage)


- PORTS -


* Consoles :

NEC PC Engine (1990)


* Computers :

Atari ST (1987)

Commodore C64 (1988)

Amstrad CPC (1988)

Sinclair ZX Spectrum (1988)

Commodore Amiga (1989)

$end

$info=tigerh,tigerhb2,tigerhj,tigerhb1,tigerh2,
$bio

Tiger-Heli (c) 1985 Taito.

Game ID : GX-551 (not a Konami board!)


- TRIVIA -


Pony Canyon released a limited edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.


- TIPS AND TRICKS -


* 10,000 Points Bonus : At the start of the game, count your shots until arriving at the first railroad. If you've counted 40 shots, a little car should enter the screen on the right side. Destroy it with the 41th shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery.


* A Second 10,000 Points Bonus : Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus.


* Hint : Blast everything. Civilian cars and houses, etc, all give 50 points each.


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Nintendo Famicom (1986)

Sony Playstation (1996, "Toaplan Shooting Battle 1")

FM Towns Marty


* Computers :

Sinclair ZX Spectrum (1989)

Sharp X68000 (1993)

$end

$info=timber,
$bio

Timber (c) 10/1984 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


The main character in the game (as well as the bartender in "Tapper" and the guy in "Domino Man") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time. The original idea was to do a kind of two-player, simultaneous, competitive game. A beaver was originally programmed into the game to add some extra competition in cutting down trees but was removed.


- STAFF -


Designed and programmed by : Steve Meyer

Graphics by : Scott Morrison


- PORTS -


* Consoles :

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=timecris,timecrsa,
$bio

Time Crisis (c) 1995 Namco.


- TRIVIA -


This game runs on the Namco Super System 22 hardware.


First game to use a foot pedal that controlled whether the player's character ducked behind cover (and was thus invulnerable but unable to shoot) or was in a standing position (and could thus attack but was vulnerable).


- TIPS AND TRICKS -


* Free Lives : Hit the enemy 10 times in a row. When targets begin to get hit, a 'Life Icon' starts to become visible to the right of the time display. Continue to hit enemies, the Icon becomes clearer and clearer. You will receive one life for every 40 direct hits.


- SERIES -


1. Time Crisis (1995)

2. Time Crisis II (1998)

3. Time Crisis 3 (2003)


- STAFF -


Supervisor : Takashi Sano


- PORTS -


* Consoles :

Sony Playstation (1997)

$end

$info=timekill,timek131,
$bio

Time Killers (c) 11/1992 Strata / Incredible Technologies.


Cartoony weapon-based fighter wrought with dismemberment and decapitation. Eight characters to choose from and cut apart!

Controlled with an 8-way joystick and five buttons.


- TRIVIA -


Time Killers was removed from many arcades for being just a little too gory.


This game had a unique button layout that no other games uses. Even its sequel, "Blood Storm", doesn't use it, but instead uses the "Mortal Kombat" five button X pattern. The unique part is those five buttons are laid out in a pattern that resembles the human anatomy on the Time Killer control panel. There are many moves that requires hitting all five buttons at the same time, which is easy to do with the above layout (use your entire hand to press all five buttons simultaneously).


- UPDATES -


Revision 1 :

* Software version : 1.31.


Revision 2 :

* Software version : 1.32.


- SERIES -


1. Time Killers (1992)

2. Blood Storm (1994)


- STAFF -


Staff : Chris Oberth


- PORTS -


* Consoles :

Sega Mega Drive (1996)

$end

$info=timelimt,
$bio

Time Limit (c) 1983 Chuo

$end

$info=timeplt,timepltc,timeplta,
$bio

Time Pilot (c) 11/1982 Konami.

Game ID : GX393


The player assumes the role of a pilot of a futuristic fighter jet, trying to rescue fellow pilots trapped in different time eras. The player must fight off hordes of enemy craft while picking up parachuting friendly pilots. Once 56 enemy craft are defeated, the player must defeat the mothership for the time period. Once this is destroyed, any remaining enemy craft are also eliminated and the player progresses to the next level. All the levels have a blue sky and clouds as the background except the last level, which has space and asteroids instead. The specific eras visited, the common enemies and the motherships are :

1. 1910 : Biplanes and a blimp

2. 1940 : WWII monoplanes and a B-25

3. 1970 : Helicopters

4. 1982/1983 : Jets and a B-52

5. 2001 : UFOs


Once all the eras have been visited, the levels start over again but are harder and faster.


- TRIVIA -


Licensed to Centuri for US manufacture and distribution (12/1982). Also licensed to Atari.


Yoshiki was told to design a driving game. When he learned of the game's concept, he balked at making it and started on Time Pilot. As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot. Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot. Okamoto decided not to disgrace his boss and let the episode go!!


The background moves in the opposite direction to the player's plane, rather than the other way around; the player's plane always remains in the center.


A bootleg of this game is known as "Space Pilot".


- TIPS AND TRICKS -


* A Way To Get A Great Score : Finish the first stage as soon as possible. On the second stage, don't shoot anything!! Eventually, parachutes will start to appear. Collect the parachutes while avoiding the planes. Each parachute (after #4) will give you 5,000 points. It's possible to roll the machine over (999,999+ points) while remaining on level 2 using this strategy. By the way, while using this cheat you can also shoot the 1500 point bombers without causing the time bar to be shortened.


- SERIES -


1. Time Pilot (1982)

2. Time Pilot '84 - Further Into Unknown World (1984)


- STAFF -


Programmed by : Toshio Arima

Designed by : Yoshiki Okamoto

Character by : Hideki Ooyama

Sound by : Mashahiro Inoue


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")


* Computers :

Commodore C64 (1983, "Space Pilot")

MSX (1983)

Commodore Amiga (1989, "Space Pilot '89")

$end

$info=tp84,tp84a,
$bio

Time Pilot '84 - Further Into Unknown World (c) 06/1984 Konami.

Game ID : GX388


- TRIVIA -


This title was usually sold as a conversion kit. There were only a few hundred dedicated cabinets made. It used the Konami Standard harness, and required a vertical monitor. The marquee showed a yellow Time Pilot '84 logo on a red space background. The sideart consisted of a huge sticker that showed a complicated space scene. Sideart like that rarely holds up very well, so most machines will probably be missing it altogether. The control panel featured a single 8-Way joystick with two fire buttons off to the right (along with start buttons and game instructions).


A Time Pilot '84 unit appears in the 1986 movie 'Maximum Overdrive'.


- TIPS AND TRICKS -


* On the first level, head directly to the right. After a couple of screens, you'll see an unusual 'V' formation of silver ships that resemble craft in "Time Pilot", heading up or down. This easy-to-kill formation gives you 8,000 points, a good start to the game.


* The biplane from the original "Time Pilot" also makes a cameo appearance in TP84. To find it, fly right to the water and harbor area. Then turn vertically up the screen. When the biplane appears (over water), hit it with a missile, and you are rewarded with a free player!


- SERIES -


1. Time Pilot (1982)

2. Time Pilot '84 - Further Into Unknown World (1984)


- PORTS -


* Computers :

Commodore C64 (1985, "Time Pilot II")

$end

$info=timscanr,
$bio

Time Scanner (c) 1987 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- PORTS -


* Computers :

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

$end

$info=timesold,timesol1,
$bio

Time Soldier (c) 11/1987 Alpha Denshi.

Game ID : Alpha-68K96II 'BT'


Travel throughout various time periods to save your fellow comrades. Collect power-ups to help you defeat a variety of enemies and end-bosses.

Controlled with 8-way rotary joysticks to allow the player to fire in a variety of directions and two buttons.


- TRIVIA -


Licensed to SNK for US manufacture and to Romstar for US distribution (09/1987).


This game is known in Japan as "Battle Field".


The game contain a horrible original bug : when you put the 'Japanese language' in dipswich's setting, the title screen is totally broken.


- UPDATES -


In "Battle Field", the highscore table contains different name entries than Time Soldiers.


- STAFF -


Director : Kyuko Ozutumi

A.D & design : Tomoharu Takahasi

Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakamisi, Kathue Konbe, Takashi Hatono

Music programmer : S. Hagitani

Music : Yuka Watanabe

Programmers : Hideo Kamera, Hiroyuki Ryu


- PORTS -


* Consoles :

Sega Master System (1989)


* Computers :

Commodore C64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

$end

$info=timetunl,
$bio

Time Tunnel (c) 1982 Taito.

Game ID : UN


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=tinstar,
$bio

The Tin Star (c) 12/1983 Taito.

Game ID : A10


- TRIVIA -


This game runs on the Taito SJ System hardware.


- STAFF -


Programmed by T.I & H.F.

$end

$info=tinklpit,
$bio

Tinkle Pit (c) 1993 Namco.


- TRIVIA -


This game runs on the Namco System NA-1 hardware.


Tinkle Pit is a Namco museum, a LOT of Namco characters (from early Namco games) appear in this game, here is a list :

* All characters (Ghosts and Pacman) from "Pac-Man".

* All characters from "Dig Dug".

* Several characters from "Xevious".

* Several characters from "Libble Rabble".

* 'Pino', 'Acha' and the 'Soldier' from "Toypop" as item.

* The 'Special Flag' sprite and the "Blue Cars" from "Rally X".

* The 'Lucky Flag' sprite from "New Rally X".

* The 'King' from "King & Balloon".

* 'Kai' from "The Tower of Druaga".

* 'Mappy', 'Mona Lisa' and the 'Safe' from "Mappy".

* The 'Rainbow Block' from "Cutie Q"

* The 'Red Baron' from "Sky Kid".

* 'Mill' from "Pac & Pal".

* The 'Headquarters' from "Tank Battalion".

* The 'Pink Chewing Gum' from "Emeraldia".

* The 'Morekku' from "Phozon".

* The 'Green Furossa' from "Grobda".

* The 'Red Missile' from "Bosconian - Star Destroyer".

* The 'Orange BEROBERO' from "Warp & Warp".

* The 'Missing child' from "Marvel Land".


Also, you can get a sort of 'trophee character' on the name registration depending of the highscore (the number in [x x] appears by 1 figure under the number which added all the beams) :

* Second place on the Ranking - 'Ms. Pacman' from "Ms. Pac-Man".

* A highscore [0 1] - 'Reira' from "Rolling Thunder 2".

* A highscore [2 3] - 'Acha' from "Toypop".

* A highscore [4 5] - 'Peach' from "Wonder Momo".

* A highscore [6 7] - a 'Princess Character' from "Bravo Man - Chou Zetsurin Jin".

* A highscore [8 9] - 'Sharon' from "Numan Athletics".

* Game finished (continue used) - 'Kai' from "The Tower of Druaga".

* Game finished (in one coin) - 'Valkyrie' from "Valkyrie no Densetsu".

$end

$info=tiptop,
$bio

Tip Top (c) 1983 Sega.

Game ID : 605-5167


- TRIVIA -


This game is known in Europe as "Congo Bongo".


This game runs on a modified "Zaxxon" hardware.

$end

$info=titlef,titlefu,
$bio

Title Fight (c) 1992 Sega.


- TRIVIA -


This game runs on the Sega System Multi 32 hardware.


- SERIES -


1. Heavyweight Champ (1987)

2. Title Fight (1992)

$end

$info=tnk3,
$bio

TNK III (c) 09/1985 SNK.

Game ID : A3006


- TRIVIA -


This game is also known as "TANK".


- STAFF -


Programmers : Hasegawa, Noriko

Sound : Tsuji

Hardware : Akitadesi

Art : Tama, Nakai, Funahasi

Producers : Mr. Oba, Bon

$end

$info=toffy,
$bio

Toffy (c) 1993 Midas.


- TRIVIA -


This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons".


- SERIES -


1. Toffy (1993)

2. Super Toffy (1994)

$end

$info=toggle,
$bio

Toggle (c) 1985 Bally / Sente.


- TRIVIA -


This game runs on the Bally / Sente SAC-I hardware.


- STAFF -


Original concept and programming : Jon Kinsting

Original concept and screen graphics : Mark McPhee

Music and sounds : Jesse Osbone

$end

$info=thetogyu,
$bio

The Togyu (c) 1984 Sega / Coreland.

Game ID : 834-5478


- TRIVIA -


The title of this game translates from Japanese as 'Bullfight'.


This game is known outside Japan as "Bullfight".


This game runs on the Sega System 1 hardware.

$end

$info=toki,tokiu,tokib,tokia,
$bio

Toki (c) 1989 TAD.


- TRIVIA -


Licensed to Fabtek for US manufacture and distribution (12/1989).


This game is known in Japan as "JuJu Densetsu".


A bootleg version of this game was released by Datsu Electron in 1990.


- STAFF -


Staff : Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama


- PORTS -


* Consoles :

Atari Lynx (1990)

Nintendo Famicom (1991)

Sega Mega Drive (This port uses the same sprites, but had the level data rewritten by the TAD Corporation, for a better console gaming experience - The credits list this port as 'A TAD Reprogrammed Game')


* Computers :

Amstrad CPC (1990)

Commodore C64 (1991)

Atari ST (1991)

Commodore Amiga (1991)

$end

$info=tokisens,
$bio

Toki no Senshi - Chrono-Soldier (c) 1987 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Soldier of Time'.


This game runs on the Sega System 2 hardware.

$end

$info=tokimbsj,
$bio

Tokimeki Bishoujo (c) 1989 Nichibutsu.


Mahjong with sexy girls from Tokyo.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Pretty Heartthrob'.


This game is also known as "Tokyo Gal Zukan".

$end

$info=tmmjprd,
$bio

Tokimeki Mahjong Paradise - Dear My Love (c) 1997 Media / Sonnet.

$end

$info=tkmmpzdm,
$bio

Tokimeki Memorial Taisen Puzzle-dama (c) 1995 Konami.


- TRIVIA -


This game is based on the school age girls from 'Tokimeki Memorial', a popular Japanese love simulation game.


This game runs on the Konami GX hardware.


- SERIES -


1. Taisen Puzzle-dama (1994)

2. Tokimeki Memorial Taisen Puzzle-dama (1995)

3. Taisen Tokkae Puzzle-dama (1996)

4. Susume! Taisen Puzzle Dama (1996)


- STAFF -


* Voice Actors (In the order of the character selection screen) :

Fujisaki Shiori :  Kingetsu Mami

Yumi Saotome : Kurin Yoshiki

Nozomi Kiyokawa : Sasaki Ayako

Saki nijino : Sachiko Sugawara

Megumi Mikihara : Mikiko Kurihara

Yukari Koshiki : Ayako Kurosaki

Mio Kisaragi : Akiko Sekine

Yuina Himoo : Tomoko Naka

Yuko Asahina : Yoko Tepouzuka

Mira Kagami : Rei Igarashi

Ayako Katagiri : Masayo Kawaguchi


- PORTS -


* Consoles :

Sega Saturn (1996)

Sony PlayStation (1996)

$end

$info=tokio,tokiob,
$bio

Tokio (c) 1986 Taito.

Game ID : A71


- TRIVIA -


This game is also known as "Scramble Formation".


This game runs on the "Bubble Bobble" hardware.


Taito released a limited-edition soundtrack album for this game (Taito Sound Team Demo Tape ver.1986).


- PORTS -


* Consoles :

FM Towns Marty


* Computers :

MSX

MSX2

$end

$info=mahmajn,
$bio

Tokoro San no MahMahjan (c) 1992 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Tokoro-san's MahMahjong'.


This game runs on the Sega System 24 hardware.


Joji Tokoro is a comedian/actor.


- SERIES -


1. Tokoro San no MahMahjan (1992)

2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994)

$end

$info=mahmajn2,
$bio

Tokoro San no MahMahjan 2 - Tokoro's Cup (c) 1994 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Tokoro-san's MahMahjong 2'.


This game runs on the Sega System 24 hardware.


- SERIES -


1. Tokoro San no MahMahjan (1992)

2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994)

$end

$info=jackalj,
$bio

Tokushu Butai Jackal (c) 10/1986 Konami.

Game ID : GX631


- TRIVIA -


The title of this game translates from Japanese as 'Special Force Jackal'.


This game is known outside Japan as "Jackal" and is known in US as "Top Gunner".


This game runs on the "Double Dribble" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.


- UPDATES -


In Top Gunner, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

$end

$info=tndrcadj,
$bio

Tokusyu Butai U.A.G. (c) 1987 Seta.

Game ID : UA-0


- TRIVIA -


The title of this game translates from Japanese as 'Special Force U.A.G.'.


U.A.G. stands for 'Un-Attached Grenadier'.


Licensed to Taito for manufacture and distribution.


This game is known outside Japan as "Thundercade" and also as "Twin Formation".


- STAFF -


Producer : Jun Fujimoto

Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato

Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka

Music & Sound : K. Hasegawa

Goblin Sound : T. Suzuki, H. Yotsumoto

$end

$info=tokyogal,
$bio

Tokyo Gal Zukan (c) 11/1989 Nichibutsu.


Mahjong with sexy girls from Tokyo.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Tokyo Gal Picture Book'.


This game is also known as "Tokimeki Bishoujo".

$end

$info=tomahawk,tomahaw5,
$bio

Tomahawk 777 (c) 04/1980 Data East.

$end

$info=tondemo,
$bio

Tondemo Crisis (c) 1999 Tecmo.


- PORTS -


* Consoles :

Sony PlayStation (1999)

$end

$info=tontonb,
$bio

Tonton (c) 11/1987 Dynax.

Game ID : 09


Tonton the pig challenges you to mahjong!

Controlled with a mahjong control panel.

$end

$info=toobin,toobin2,toobin1,toobing,toobine,toobin2e,
$bio

Toobin' (c) 06/1988 Atari Games.

Game ID : 136061


- TRIVIA -


Toobin' had a unique cabinet, (as did many Atari games :) in which there was a motorized waterfall attached to the top of the marquee. When this neat gadget failed, it made a horrible grinding noise that could be heard behind closed oak doors!!


Very much an Atari Games concept. Makes you wonder what kinds of drugs these guys were on!!!


- UPDATES -


REVISION 1 :

* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59


REVISION 2 :

* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21


REVISION 2 (European release) :

* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15


REVISION 3 :

* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31


REVISION 3 (European release) :

* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06


REVISION 3 (German release) :

* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41


- TIPS AND TRICKS -


* A Way To Get A Great Score : In only a minute or so, there's a way you can rack up over a million points... On Class 1, after going towards the first gate, direct your innertube to the right side of the screen. A sign should say 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Right away, move to the right of the screen... the same sign will appear, only it'll warp you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each! That's 1,200,000+ without barely doing anything! And you have 4 patches left in reserve thanks to your excess points!


- STAFF -


Game designer : Milt Loper

Game programmer : Dennis Harper

Support programmers : Gary Stark, Rusty Dawe

Animators : Will Noble, Mark West, Deborah Short

Audio : Brad Fuller, Hal Canon

Engineers : Gary Stempler, Doug Snyder

Technician : Dave Wiebenson


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sony PlayStation (2000, "Arcade Party Pak")

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")

Nintendo Game Boy Colors


* Computers :

Amstrad CPC (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Atari ST (1989)

Sinclair ZX Spectrum (1989)

MSX

$end

$info=topgunr,topgunbl,
$bio

Top Gunner (c) 10/1986 Konami.

Game ID : GX631


- TRIVIA -


This game is also known outside US as "Jackal" and in Japan as "Tokushu Butai Jackal".


This game runs on the "Double Dribble" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.


- UPDATES -


In this version, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.


- TIPS AND TRICKS -


The name of the game is POWERUPS. Your success in this game will depend solely on your ability to obtain and KEEP powerups. Your jeep is equipped with two weapons : a machine gun (always shoots up in TG) and a rocket type weapon that shoots the direction you are facing and can be 'boosted' in various ways and usually in steps or levels of powerup. The default level is short range rocket, which Will stop and destroy many buildings and all vehicles.


Here are the levels of powerup you can obtain for your rocket weapon :

1) Short Range Rocket (default) - shoots a short range rocket.

2) Long Range Rocket - shoots a long range rocket (almost the entire length of the screen).

3) Horizontal Exploding Rocket - same as above but the rocket explodes in two directions horizontally, taking out anything the schrapnel hits.

4) Diagonal Exploding Rocket - same as above but the rocket explodes in 4 directions diagonally, taking out anything the schrapnel hits.


There are a couple of ways of boosting your rocket weapon. The assumed way is to blow up the special bunkers that have a single gun turret and a single POW - picking up the POW will give you a nice points bonus as well as a POWERUP to the next level of rocket weapon. These bunkers are available every so often - but you will need a little something extra to get further in the game. You need to get full powerup quickly - and this is how you do it. A diversion in the game (not required to actually finish it) is to shoot open bunkers and pick up POWs - this is above and beyond the single POW bunkers you can snag guys from. Your jeep can handle a total of 8 POWs. First trick - NEVER fill your jeep to capacity - always leave a single slot open. If you fill your jeep up and run across a single 'power up' bunker, you won't be able to pick the POW up and get your powerup. Now, just before you get to the helicopter pad (to release the POWs), you will almost ALWAYS find a bunker with a single powerup POW. Blow it up, get the POW ,the powerup, and that will fill your jeep to capacity. YOU WANT YOUR JEEP FULL BEFORE STOPPING AT THE CHOPPER PAD. Clear the area of enemies around the pad (you don't want any suprise enemies popping up and making you move) then park and start releasing the POWs. DO NOT MOVE UNTIL THE LAST MAN IS AWAY. Once all eight are out of the jeep, you can get the heck out of there (chances are, you will being stalked or about to be killed) You will receive a great bonus of points and FULL POWERUP on your rocket weapon! Talk about tilting the odds in your favor! You can do this EACH and EVERY time you are at a helicopter pad! This will earn you HUGE scores and keep your weapon up to snuff.


Remember, every time you die, you lose ONE level of powerup - so aside from the understood incentive for staying alive, you want to also maintain your weapon. Best of all - YOU GET A HUGE BONUS for picking up the powerup POWs when you are at full rocket weapon strength. If you want to see your score skyrocket, get full powerup and start plucking those powerup POWs up. Later in the game, you will need to strategically stop on the helicopter pad to allow yourself to shoot up and to a left angle to shoot down bomber planes that will DEFINITELY start showing up. If you can kill them the second they appear on the screen, none of their bombs will hurt you. If you miss lining up the jeep right, or you miss the plane, you will HAVE to move before the last guy gets out of the jeep or die. It takes some practice (you can't 'reposition' the jeep after the first man gets out or you lose the bonus) but you'll get to be a pro in no time. Enemies are not random in this game, so you can learn where tanks and enemy jeep vehicles reside quite quickly. While it sounds like a 'duh' tip, keep the enemy count low - especially enemy soldiers on foot. While they are little more than an annoyance at the beginning of the game, they QUICKLY become formidable enemies and keeping the number of them 'on screen' to a minimum is a requirement. The enemy subs can be killed before they are all the way out of the water as well as while they are going back in (i.e. when they aren't firing). Learn their location and plant rockets in the water before they have a chance to fire on you. In a two player game, have the player NOT offloading POWs to the helicopter 'stand guard' against the bomber planes (and other enemies for that matter). Then swap off and let the other one offload. Enemies are still 'active' hidden partially off screen (but they don't move or fire). Use this to kill enemies before they take a stance against you (the big tanks especially). Most vehicles can be killed with enough shots from your machine gun. If you don't feel you can reposition yourself in time to line up your rocket, pound away with bullets and hope you kill him first.


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")


* Computers :

Commodore C64 (1987)

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988)

$end

$info=tophuntr,tophunta,
$bio

Top Hunter - Roddy & Cathy (c) 05/1994 SNK.

Game ID : 0046


An unique action platform game that feature Roddy & Cathy, two powerful bounty hunters that are determined to wipe out the space pirate army! Features excellent 2-D graphics & plenty of secrets to find!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize!


- STAFF -


Producer : Eikichi Kawasaki

Planners : Tozono, M. Matsuda, Y. Hashimoto

Front designers : Tatsuya Shinkai, K. Nagashima, C. Yamasaki, Mikarin Nishida

Back designers : Hirolin Hajima, Munk Etoh, K. Kusunoki, E. Kojitani, Oda Nobunaga

Programmers : Carib, Shochan, Imasa.F, Data Tada

Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Papaya, Shimizm

Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=topland,
$bio

Top Landing (c) 1988 Taito.


- TRIVIA -


This game runs on the Taito Air System hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Music composed by Zuntata.

$end

$info=tpgolf,
$bio

Top Player's Golf (c) 05/1990 SNK.

Game ID : 0003


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

$end

$info=topracer,topracra,
$bio

Top Racer (c) 1984.


- TRIVIA -


This game is a bootleg of "Pole Position".

$end

$info=trstar,trstaro,trstarj,trstaroj,
$bio

Top Ranking Stars (c) 05/1993 Taito.

Game ID : D53


Six boxers fight each other with their own special attack to win the world unity open weight boxing title match.


- TRIVIA -


This game is known in US as "Prime Time Fighter".


This game runs on the Taito F3 System hardware.


- STAFF -


Project leader : George K-S

Game designers : Fumio Horiuchi, Masakazu Iwahashi

Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato

Base character designers : N. Korammer, Vap Corp.

Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.

Art Designer : Hiroyasu Nagai (Super Psychicer Nagai)

Hardware designer : Katsumi Kaneoka

Sound designer : Yoshirou Horie

Executive producer : Keisuke Hasegawa

$end

$info=topsecrt,
$bio

Top Secret (c) 03/1987 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in US as "Bionic Commando".


The main character is Super Joe from "Senjou no Ookami" and "Rush & Crash".


- SERIES -


1. Top Secret (1987)

2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color)


- STAFF -


Music by : Harumi Fujita

$end

$info=topsecex,
$bio

Top Secret (c) 1986 Exidy.


Controlled with a steering wheel, a pedal and eight buttons.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Software : Larry Hutcherson (LWH), Vic Tolomei (VIC), Ken Nicholson (KEN)

Hardware : Phil Gohr, Al Schrum

Graphic designers : Ken Nicholson (KEN), Larry Hutcherson (LWH), Trish Gerving

Audio : Ken Nicholson (KEN), Jody Gouletas

$end

$info=topskatr,
$bio

Top Skater - Sega Skateboarding (c) 1997 Sega.


- TRIVIA -


This game runs on the Sega Model 2C hardware.


Each character is sponsored by major skateboard and gear manufacturers including Air Walk, Vans, Etnies, Es, Reef and A.D. One.


The thrashing soundtrack was performed by "Pennywise", an LA-based punk band.


- TIPS AND TRICKS -


* Play As Alex (Older brother of Ash) : Keep the icon on Ash. Press the Yellow decide button 3 times to the Left, 3 three time to the Right, and 13 more times to the Left.


* Play As P-Nut (Older Sister of Cookie) : After you select the course with the Start button, keep it depressed. Kick the board 6 times to the Right, 6 times to the Left, 3 times to the Right, 3 times to the Left and 4 more times to the Right. After all this kicking release the Start button.


* Super Deformed Mode : At the stage select screen, press Left(x9), Right(x9), Left(x4), Right (x4), and finally Left(x5), next lean the board forward (step on the front of the board) and press both the Left and Right buttons simultaneously three times. When you get the characters select screen each character should appear to be in super deformed mode.


* Hidden Track : Choose advanced level with any character. Then, before the board unlocks, continuously move the board Up. After the game starts, miss the first jump and crash into the fence on the left side of the church. Now, you'll find yourself in the hidden track.


- SERIES -


1. Top Skater - Sega Skateboarding (1997)

2. Air Trix (2001)

$end

$info=topspeed,topspedu,
$bio

Top Speed (c) 10/1987 Taito.

Game ID : B14


- TRIVIA -


Licensed to Romstar for US manufacture and distribution.


This game is known in Japan as "Full Throttle".


This is Taito's response to Sega's "Out Run".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.

Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.


- STAFF -


Project leader / Game designer : Hiroyuki Sakou

Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi

Music composer : Masahiko Takagi

Sound effects : Eikichi Takahashi

Sound adviser : Hisayoshi Ogura

Hardware designer : Masahiro Yamaguchi

Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada

Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu

Mechanical designer : Tomio Suzuki

Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi

Cabinet designer : Taked Shiraishi

Art designer : Hiroyasu Nagai

$end

$info=toratora,
$bio

Tora Tora (c) 1980 GamePlan.


- TRIVIA -


The title of this game translates from Japanese as 'Tiger Tiger'.

$end

$info=toramich,
$bio

Tora-he no Michi (c) 11/1987 Capcom.


- TRIVIA -


The title of this game translates from Japanese as 'Road to the Tiger'.


This game is known in US as "Tiger Road".


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988.


- UPDATES -


All the voices from Tora-he no Michi have been removed in the US version : "Tiger Road".


- STAFF -


Director and martial arts guidance : Lee Wong

Planners and directors : Lee Wong, Shin Wong

Special effects : Chan Yuki, Tom Yang, Mah Shing

Art experts : Ryu Kyu, Ei Show, Take Pong

Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe

Stagehand : Ji Shing

Sound effects : Hero Yoe, Mie Maru

Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage)

$end

$info=tornado1,tornado2,
$bio

Tornado (c) 1980 Jeutel.


- TRIVIA -


This game is a French bootleg of "Defender".

$end

$info=tornbase,
$bio

Tornado Baseball (c) 07/1976 Midway.

Game ID : 605


The game is a very simple game of baseball, implemented with stick figures. The game is very simple in terms of rules, and anybody can pick up on how to play fairly quickly. This is a two player only title, with both people playing for a single quarter. The pitching player selects his pitch with one joystick, while moving his outfielders with a second one. The batting player only has a single button (that is a 'swing' button). Both players use the same set of controls, so they must switch spots in front of the machine midway through each inning. You get a four inning game for one quarter, although that number can be adjusted by the game operator.


- TRIVIA -


One of the first arcade baseball titles to try and put a lot of players on the field at once.


Tornado Baseball came in a two tone brown upright cabinet, heavily decorated with sticker sideart of baseball players in action. The cabinet design dates itself by its straight up and down design, without a curve to be seen anywhere on the machine. The field is displayed using an open frame monitor, mirror, and a blacklight to make it seem as though the action is taking place on a picture of a baseball field that is housed inside the cabinet. The control panel houses both a 2-Way and and 8-Way joystick, the players must actually switch positions at the panel when the innings change. The 2-Way stick is for the outfielders, and the 8-Way is for the pitching team. The batting player has only a button.


This game uses an Intel 8080 processor, and uses a compatible wiring harness with all other Midway 8080 based games.


- SERIES -


1. Tornado Baseball (1976)

2. Extra Inning (1977)

3. Extra Bases (1980)


- PORTS -


* Consoles :

Bally Astrocade

$end

$info=toryumon,
$bio

Toryumon (c) 1994 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Gateway To Success'.


This game runs on the Sega System 16B hardware.

$end

$info=totcarn,totcarnp,
$bio

Total Carnage (c) 01/1992 Midway.


"Smash T.V." is for weeneies!

Controlled with two 8-way joystick and one button.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


Total Carnage is billed as the sequel to "Smash T.V.", mostly because of the dual-joystick controls and massive amounts of enemies onscreen. The concept of Total Carnage is a parody on the 1991 Gulf War. The main bad guy, General Akhboob, is a parody of Saddam Hussein. During scenes with him, he will say slogans from "Smash T.V." as well as things alluding to the Gulf War such as 'All we are making is baby milk!'.


- UPDATES -


* Rev 1.0

* Rev LA1


- TIPS AND TRICKS -


* Password : Enter the password on the 'red and white warp' at the begining of the first mission.


Mission 1 :

'GOOB' - Gate (heading Checkpoint #1).

'ZULU' - Bunker (heading Checkpoint #2).

'ORCS' - Orcus (boss).


Mission 2 :

'ROAD' - Road one (heading Checkpoint #3).

'LIPS' - Airport gate (heading Checkpoint #4).

'LICK' - Airfield (heading Checkpoint #5).

'FIRE' - Hangar.

'FOOD' - Road two (heading Checkpoint #6).


Mission 3 :

'EATS' - Monster Cutscene.

'TOID' - Factory (heading Checkpoint #7).

'BOOF' - Reactor.

'MARK' - Reactor basement (heading Checkpoint #10).


Misc :

'SHOK' - Electric chair.

'DOME' - Akhboob escaped and lacking keys.

'WORM' - Caught Akhboob but lacking keys.

'AZAZ' - Warp to Pleasure dome with 500 keys.


- STAFF -


Staff : Mark Turmell (MJT), John Tobias (JON), Shawn Liptak (SL!), Jim Gentile, Jon Hey (HEY), Eugene Jarvis (DRJ) (EPJ), Tony Coskie, Larry DeMar (LED)

Voices by : Ed Boon (EJB)


- PORTS -


* Consoles :

Amiga CD32 (1994)

Nintendo Super Famicom

Nintendo Game Boy (1994)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Commodore Amiga (1992)

$end

$info=touchgo,
$bio

Touch & Go (c) 1995 Gaelco.


- TRIVIA -


This game runs on the Gaelco GAE1 hardware.

$end

$info=tdfever,tdfeverj,
$bio

Touch Down Fever (c) 01/1987 SNK.

Game ID : A6006 'TD'


- SERIES -


1. Touch Down Fever (1987)

2. Touch Down Fever II (1988)


- PORTS -


* Consoles :

Nintendo Famicom (1989)

$end

$info=tdfever2,
$bio

Touch Down Fever II (c) 1988 SNK.


- SERIES -


1. Touch Down Fever (1987)

2. Touch Down Fever II (1988)

$end

$info=tturf,tturfbl,tturfu,
$bio

Tough Turf (c) 03/1989 Sega / Sunsoft.


A fellow that looks like he just got off of work figures that he'd rid the city streets of those pesky gang members and their allies.


- TRIVIA -


This game runs on the Sega System 16B hardware.


A bootleg of this game made by Datsu / Electron was released under the same name.


- STAFF -


Director : Cho Musow

Programmers : A.T., Hac.F.,BG.Yama

Sound programmer / music composer : About.Us

Graphic designers : Ame, Sp. Taka, Minokamo. Sakoh

$end

$info=tkdensho,
$bio

Touki Denshou - Angel Eyes (c) 1996 Tecmo.


An all-female fighting game featuring 8 selectable angels engaging in one-on-one battle. This game is made by Tecmo, which is not surprising given that they are now more popular because of the "Dead or Alive" series (specifically because of its female characters) than their older series like "Ninja Gaiden".

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


The title of this game translates from Japanese as 'Fighting Princess Legend - Angel Eyes'.


The characters in this game are either hand drawn, similiar to the style found in "Power Instinct 3 - Groove on Fight", or pre-rendered CG that are a bit better than the quality found in "Ragnagard", but not as good as "Killer Instinct"'s. There will be people who will find a pre-rendered CG character fighting a hand drawn character to be a visual clash in this game.


- PORTS -


* Consoles :

Sony Playstation (1997)

$end

$info=cyberbt,cyberbt1,
$bio

Tournament Cyberball 2072 (c) 1989 Atari Games.

Game ID : 136073


- UPDATES -


REVISION 1 :

* Build date (OP SYS) : P1 : 17AUG1989 09 :14 :21 / P2 : 07AUG1989 14 :57 :35

* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 15AUG1989 14 :51 :24


REVISION 2 :

* Build date (OP SYS) : P1 : 18SEP1989 11 :50 :53 / P2 : 17AUG1989 09 :54 :48

* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 30AUG1989 14 :40 :08


- 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 : Davis A. Ralston

Physicist / Programmer : Paul kwinn

Hardware designer : Doug Snyder

Technician : Rob Rowe

Animators : Mark West, Will Noble, Deborah Short

Audio group : Brad Fuller, Hal Canon, Don Diekneite

Product manager : Jerry Momoda

Cabinet designer : Dave Coox

Cabinet graphics by Atari Visual Communications.


- PORTS -


* Consoles :

Atari Lynx (1991)

$end

$info=tourtabl,tourtab2,
$bio

Tournament Table (c) 03/1978 Atari.

Game ID : 030170


This multi-game contains : "Breakout", Soccer I / II, Foozpong, Hockey I / II / III, "Quadra Pong", Handball, Basketball I / II.


- TRIVIA -


This game runs on enhanced Atari 2600 hardware where the primary difference is a second 6532 which provides the game with more IO ports and a total of 256 bytes RAM.


- PORTS -


* Consoles :

Atari 2600 ("Video Olympics")

$end

$info=todruaga,todruago,
$bio

The Tower of Druaga (c) 06/1984 Namco.


- TRIVIA -


Originally called 'The Tower of ANU' during the development. The Tower of Druaga (or 'TOD' for short) runs on the "Super Pac-Man" hardware but uses a newer video board wich supports scrolling.


Namco released a boardgame based on this game (same name) in 1985 (in Japan only): You move through each level of the dungeon to get a key. You roll a dice for movement, take the shortest route towards the key, and after every roll (the game does not even have rooms or such), you have an encounter with a monster that you must fight. You get a treasure for each victory, and once you have the key, you can open the door that leads to the next level, and continue doing so on each level until you get to the 6th level where the princess is.


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Select sound 19

3) Press the service switch to display the grid and enter the following sequence : Up(x4), Down, Right(x2), Left(x6), Start2.

4) '(c) NAMCO LTD. 1984' will appear on the screen.


* Level Select : Keep Button1 pressed while pressing the Start button to continue the previous game; you can choose which level to start from.


- SERIES -


1. The Tower of Druaga (1984)

2. The Return of Ishtar (1986)

3. The Quest of Ki (1988, Nintendo Famicom)

4. The Blue CrystalRod (1994, Nintendo Super Famicom)

5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2)


- STAFF -


Game designer : Masanobu Endoh (E.END)

Programmer : Satoshi Knight (NIGHT)

Sound composer : Junko Odawa (ZUNKO)

Hardware : Single Shigeru (SHIGE)

Graphics designer : You.Shino (YOU.S)


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Nintendo Game Boy (1990)

NEC PC Engine (1992)

Sony PlayStation (1996, "Namco Museum Vol.3")


* Computers :

MSX (1986)

Fujitsu FM-77AV (1986)

Fujitsu FM-7 (1987)

Sharp X68000 (1989)

PC [Windows, CD-Rom] (1997, "Namco History Vol.2")

PC [Windows, CD-Rom] (2001)

Sharp MZ2500

$end

$info=toypop,
$bio

Toypop (c) 04/1986 Namco.


Controlled with a 4-way joystick and one button.


- TRIVIA -


This game runs on the "Libble Rabble" hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.


- STAFF -


Music composed by : Junko Ozawa


- PORTS -


* Consoles :

Sony PlayStation (1995, "Namco Museum Vol.1")

$end

$info=trackfld,trackflc,
$bio

Track and Field (c) 10/1983 Konami.

Game ID : GX361


- TRIVIA -


Licensed to Centuri for US manufacture and distribution (10/1983).


This game is known outside US as "Hyper Olympic".


This game 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 at the high score screen and at the commendation screen is 'Chariots of fire' which was written by Vangelis.


A bootleg of this game was released in Italy, in 1996!!, as "Atlant Olimpic".


A Track and Field unit appears in the 1985 movie 'The Goonies'.


- TIPS AND TRICKS -


* Hidden Bonus : When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air. If it gets high enough, it'll hit a bird, which will fall and give you 1000 points.


* Hidden Bonus 2 : On the high jump, if you fail your first two jumps then qualify on the third, a little mole pops up and you get a bonus.


* Hidden Bonus 3 : In the 100 metres, if you manage to get a dead heat with the computer (i.e. the same time) you get a 1000 point bonus.


- SERIES -


1. Track and Field (1983)

2. Hyper Olympic '84 (1984)

3. '88 Games (1988)

4. Hyper Athlete (1996)


- STAFF -


Music by : Shigeru Fukutake


- PORTS -


* Consoles :

Atari 2600 (1984)

Nintendo Famicom (1987)

Nintendo Game Boy (1992)


* Computers :

Commodore C64 (1985)

Sinclair ZX Spectrum (1988)

MSX

Apple II

$end

$info=tranqgun,
$bio

Tranquilizer Gun (c) 05/1980 Sega.

Game ID : 413-428


- TRIVIA -


This game runs on the Sega Vic-Dual hardware.

$end

$info=transfrm,
$bio

Transformer (c) 1986 Sega.

Game ID : 834-5803


- TRIVIA -


This game is known in Japan as "Astro Flash".


This game runs on the Sega System E hardware.


This game is not based on The Transformer toys by Takara and Hasbro, which were very popular at the time.  The name change from "Astro Flash" to "Transformer" was probably an attempt to cash in on the popularity of The Transformers.


This game is a port from an original game created and released in 1985 on the Sega Master System.

$end

$info=travrusa,
$bio

Traverse USA (c) 06/1983 Irem.


- TRIVIA -


This game is also known as "MotoRace USA" and "Zippy Race".


- PORTS -


* Consoles :

Sega SG-1000 ("Zippy Race")

Nintendo Famicom ("Zippy Race")

Sega Saturn (1996, as "Zippy Race" in "Irem Arcade Classics")


* Computers :

MSX ("Zippy Race")

$end

$info=treahunt,
$bio

Treasure Hunt (c) 1982 Hara Industries.


This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four.

The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).

In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.

The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.

On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.

The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).


After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.


- TRIVIA -


This game is known outside Japan as "Jack the Giantkiller".

$end

$info=thunt,
$bio

Treasure Hunt - Puzzle & Action (c) 1997 Sega.


A game that includes puzzle, quiz and action games within.


- TRIVIA -


This game is known in Japan as "Sando-R - Puzzle & Action".


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Tant-R - Puzzle & Action (1992)

2. Ichidant-R - Puzzle & Action (1994)

3. Treasure Hunt - Puzzle & Action (1997)


- PORTS -


Sega Saturn (1997)

$end

$info=tripool,tripoola,
$bio

Tri-Pool (c) 1981 Noma.


- TRIVIA -


Licensed to Casino Tech and Costal Games for distribution.

$end

$info=trisport,
$bio

Tri-Sports (c) 1989 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 68k hardware.

$end

$info=tricktrp,
$bio

Trick Trap - 1771 (c) 1987 Konami.

Game ID : GX771


- TRIVIA -


This game is known in Japan as "Labyrinth Runner".


This game runs on the "Contra" hardware.


- STAFF -


Chief programmer : K. Takabayashi

Programmers : Masaya. M, T. Kondo

Charactor designers : Dr. Hide, N. Ishii

Sound editor : J. Kaneda

Producer : S. Idaka

$end

$info=trckydoc,
$bio

Tricky Doc (c) 1987 Tecfri.

$end

$info=trigon,
$bio

Trigon (c) 1990 Konami.

Game ID : GX939


- TRIVIA -


This game is known in US as "Lightning Fighters".


This game runs on the TMNT2 hardware.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.


- STAFF -


Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae

Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku

Sound editors : K. Matsubara, K. Yamane

Engineers : M. Idaka, H. Matsuura

Title designers : M. Yoshihashi, H. Matsuda

$end

$info=triothep,
$bio

Trio the Punch - Never Forget Me... (c) 1989 Data East.


A hilarious action game with three selectable characters : a brawler, warrior and ninja who can randomly power up/decrease after stage complete.


- TRIVIA -


Like many others Data East game, Karnov appears as an enemy.

$end

$info=triplfun,
$bio

Triple Fun (c) 1993.


- TRIVIA -


This is an English language bootleg of "Oishii Puzzle Wa Irimasen Ka".

$end

$info=triplhnt,
$bio

Triple Hunt (c) 04/1977 Atari.

Game ID : 008422-008791


- STAFF -


Designed and programmed by : Owen Rubin

$end

$info=triplep,
$bio

Triple Punch (c) 1982 KKI.


- TRIVIA -


This game is also known as "Knock Out!!" (KKK).


This game runs on the "Scramble" hardware.


- TIPS AND TRICKS -


* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.


* Also remember that real points are to be gained not by filling in two boxes at once, but by punching out an enemy while the ambulance is still on-screen taking away another enemy. Doing this gives you 600 points as compared to the usual 300, or 150-200 for filling two boxes simultaneously.

$end

$info=statriv4,
$bio

Triv Four (c) 1985 Status Games.


- SERIES -


1. Triv Quiz (1984)

2. Triv Two (1984)

3. Triv Four (1985)

4. Super Triv II (1986)

5. Super Triv III (1988)

$end

$info=trivquiz,
$bio

Triv Quiz (c) 1984 Status Games.


- SERIES -


1. Triv Quiz (1984)

2. Triv Two (1984)

3. Triv Four (1985)

4. Super Triv II (1986)

5. Super Triv III (1988)

$end

$info=statriv2,
$bio

Triv Two (c) 1984 Status Games.


- SERIES -


1. Triv Quiz (1984)

2. Triv Two (1984)

3. Triv Four (1985)

4. Super Triv II (1986)

5. Super Triv III (1988)

$end

$info=gt102b,gt102c,gt102c1,gt102c2,gt102c3,gt103,gt103a,gt103a1,gt103a2,gt103a3,gt103asa,gt103asx,gt5,gt507uk,
$bio

Trivia (c) 1984 Greyhound Electronics.

$end

$info=trvgns,
$bio

Trivia Genius (c) 19?? Unknown.

$end

$info=trvwhiz,
$bio

Trivia Whiz (c) 1985 Merit.


- SERIES -


1. Trivia Whiz (1985)

2. Trivia Whiz II (198?)

$end

$info=trvwhzii,
$bio

Trivia Whiz II (c) 198? Merit.


- SERIES -


1. Trivia Whiz (198?)

2. Trivia Whiz II (198?)

$end

$info=triviasp,triviabb,triviag1,triviag2,triviayp,
$bio

Trivial Pursuit (c) 1984 Bally / Sente.


- TRIVIA -


There are five editions of this game : 'All Star Sports', 'Baby Boomer', 'Think Tank - Genus', 'Genus II' and 'Young Players'. Those games run on the Bally / Sente SAC-I hardware.


- STAFF -


Game adaptation and software designer : Richard Adam

Screen graphics designers : Gary Johnson, Bil Maher Esq., Mark McPhee

Audio : Richard Green, Gary Levenberg

Video hardware designers : Howard Delman, Tian Harter


- PORTS -


* Computers :

Sinclair ZX Spectrum (1986, Baby Boomer edition)

Sinclair ZX Spectrum (1987, Young Players edition)

Sinclair ZX Spectrum (1988, Genus edition)

$end

$info=trog,trog3,trogpa6,trogp,
$bio

Trog (c) 02/1991 Midway.


- TRIVIA -


This game runs on the Williams / Midway Y Unit hardware.


* PROTOTYPE REV 4.00 : This particular code revison is also referred to in other resources as 'BattleTrog'. This prototype (known in Midway as Trog Proto 4) represents the original concept for the game Trog. The plans called for a strategy game where the player character, a dinosaur, had to be manipulated via placing bones to block his or her path, similar to many home computer games of the time. However, it soon became clear on field tests that players were confused and frustrated by this method of control in an arcade setting, where such strategic thinking was rarely required. Some surveys suggested that many players expected the game to be a simple "Pac-Man"-style affair. Many customers also were concerned/laughed openly at the action buttons labelled 'Bone', the term also being used in American slang for certain 'mature' acts and at least one cabinet panel was defaced to add an 'R' to the end of the word. As a consequence of this disasterous location test, the game was nearly axed entirely. Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - the story is that its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites. As it turned out, the game was turned into a "Ms. Pac-Man" clone, the small and large pills replaced with eggs and pineapples. It has been argued by some, including myself, that the use of trackballs instead of joysticks would salvage the original game mechanic, but closer inspection of the hardware through the MAME emulation suggests that 4-player trackball play, or indeed any trackball play could not be included without major complications, or indeed a whole new Midway hardware unit being devised.


* REV PA6-PAC : This prototype (known in Midway as Trog II Proto 6) represents the first major step towards the final Trog concept. The devitation from the standard naming system (the game would normally be listed as Trog PA6 only) represents the change in the project, the -PAc extension added to make it perfectly clear that this was a "Pac-Man" clone. With the original plans for a strategy game abandoned due to a poor location test, new thinking was required to salvage the project - it is rumoured that too much had been invested in the animation for the project to be canned at this stage. Money became very tight on the Trog II project (Trog I being the abandoned strategy game) and so a total rewrite of the concept was out of the question - they would have to make do with the existing code libraries for the project, with only minor alterations. Pushed for time and funding, the programmers decided to make the game into the Pacman clone many expected it to be, as this would require the least recoding, all that would be required would be to make the dinosaurs fully controllable, instead of the guided automatons they were originally. However, it was clear that the Trog AI would make them too good for even the best of players to overcome through clever moves, so a 'Punch' option was added which replaced the 'Bone' function and led to the only new animation added in the project, - a 3 frame jab which looked poor compared to that of the Trogs due to the time pressures on Haeger at the time of animation. But I digress... With this established, the programmers then altered the level order to provide a more suitable learning curve for the game, however this destroyed the main purpose of the 'Trog's Cave' intermissions screens and meant that the order of Trog's thoughts didn't fully match his actions. Also, although some of the 'thought balloon' animations (created on the fly through the game ROMS) were changed to remove the bone breaking scenes relating to proto 4, the cave drawings (done by professional 2D animators) could not be altered due to time and money considerations. The original ending of the game was also scrapped, as it was believed to be an anticlimax, so another hastily animated island was added for an extra challenge, purported to be Trog's Cave (Note the use of the intermission style lettering coupled with superimposed text straight from the ROM, again new graphics were out of the question). However, most of the other features remained intact, with a Complex Egg Lay option being added in the release versions to allow owners to change the egg patterns back from the Pacman style to the original layouts (it is believed that there may be a version of the game which put the original mechanic back in too, but no evidence of this has been found).


A Trog unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.


- UPDATES -


PROTOTYPE REV 4.00 :

* The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music.

* The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack E. Haeger.

* The last level uses the Intermission 'Trog's Cave' text, complete with graphical artifacts that were cut off on its normal background, due to the need to minimise adding graphics to the already overtime and overbudget project (the rest of the explanatory text is placed on screen using the same code that superimposes the victory messages).

* The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels.

* Trog is seen trying to overcome bones in the recap drawings. In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on and not replaced due to the cost of redrawing the animation. (It is worth pointing out that the main scenes have bone bashing elements removed).


- STAFF -


Artwork and playmation : Jack E. Haeger (JEH)

Game designers : Jack E. Haeger (JEH), George N. Petro (GNP)

Music and sounds : Chris Granner

Software : George N. Petro (GNP) & Kurt Mahan

Hardware : Mark Loffredo (M L), Glenn Shipp (GWS), Cary Mednick, Al Lasko (AL ), Raymond Gay, Sheridan Oursler

Cabinet designer : Ray Czajka (RAY)

Cabinet artworks : Linda Deal (LTD), Jack E. Haeger (JEH)

Publication : Karen Trybula

Marketing : Laura Rezek (LJR)


- PORTS -


* Consoles :

Nintendo Famicom

$end

$info=trojan,trojanr,
$bio

Trojan (c) 04/1986 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Also licensed to Romstar.


This game is known in Japan as "Tatakai no Banka".


This game runs on the "Section Z" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.


- STAFF -


Music by : Ayako Mori


- PORTS -


* Consoles :

Nintendo Famicom (1986)

$end

$info=tron,tron2,tron3,tron4,
$bio

Tron (c) 05/1982 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 2 hardware.


Walt Disney Productions charged Williams Electronics for copyright and patent infringement regarding Williams use of 'Tron' in "Robotron - 2084". Williams won the suit and Disney went on to hire Bally/Midway to create video games based on their movie.


Tron was originally slated to be a color vector game. It was designed using an early script of the movie. Basically, the team took various challenges Flynn had to go through and made them into four separate games-within-a-game. Three of the four scenes were either changed or removed from the final cut of the movie, but it still made one hell of an awesome game.


A Tron unit appears in the 1983 movie 'WarGames', in the 1986 movie 'The Color of Money' and in the 1987 movie 'Death Wish 4 - The Crackdown'.


- TIPS AND TRICKS -


* General Tips :

1) TANKS : hide behind corners and use them for cover when you shoot. Also, use the transporter in the center as cover. You can shoot clear through the transporter and out the other side and zap the computer. Don't use the transporter except for a desperation tactic. It will more than likely dump you right in the computer's gunsight(s).

2) SPIDERS : Fire in a constant spread and just hose 'em down from side to side. Gradually move in a constant arc up to the entrance. Stay just outside the entrance and hose the spiders above and below until time runs out. Enjoy the music.

3) MCP CONE : Move up so you're just underneath the rotating cone and on the right side. Shoot the blocks nearest to you. This gives you another shot more quickly than shooting blocks farther away. When you get a gap, move up and fire away due left. Above all, don't hang around and get caught : if the going gets tough, move on up and into the cone. Don't forget to twirl the knob as you rise. (You'll see if you do it)

4) LIGHT CYCLES : Use a question mark type shape for the first board. The Computer'll run right into it. For the harder boards, try to trap them either near the center tracks or against the wall. This is, by far, the hardest thing to do.

5) On the 3rd Light Cycle screen, travel at high speed up & then turn left JUST ABOVE the 3rd black grid line, then down when you reach the wall at which point you can slow down. All 3 cars will crash at virtually the same time.

6) On the 4th Light Cycle screen, simply turn left AT THE VERY BEGINNING at slow speed & all 3 cars will crash around you at virtually the same time.


* This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect, but it is kinda fun to see.


* Here's an odd Tron bug : On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen.


- SERIES -


1. Tron (1982)

2. Discs of Tron (1983)


- STAFF -


VP Engineering : John Pasierb (JP)

Software : Bill Adams (BA)

Hardware : Atish Ghosh (AG)

Art / Cabinet designer : George Gomez (CG)

With support from : Tom Leon (TL)


- PORTS -


* Consoles :

Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")


* Computers :

Oric I (1984, "Light Cycle")

Sinclair ZX Spectrum (1984, "Light Cycle")


* Others :

LCD handheld game (1982) released by Tomy : Cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...)

$end

$info=troangel,
$bio

Tropical Angel (c) 09/1983 Irem.


The game is fairly simple, you control your skier in an attempt to dodge all the obstacles, and make it to the end of the course. The controls consist of a joystick that can move left and right, a 'gas' button, and a 'trick' button. You pretty much just keep the gas button pressed down all the time, and try to dodge the rocks that litter the water in front of you. The boat that tows you makes this difficult, because it keeps turning so the rocks end up directly in your path. In addition to dodging rocks you can press the 'trick' button to make your little skier girl turn around backwards, you cannot steer while you are backwards, but it is good for adding more points to your score. As the game progresses small ramps, circular buoys, and sharks come into play. The small ramps can be jumped to add to your score, although they always seem to be in difficult to reach locations. The buoys are usually very close together, but skiing inbetween them is good for a few more points. Finally, the shark will appear from time to time, running into him means game over, no matter how much time you have left. Overall this is a very fun title. It is rather difficult at first, but the obstacles seem to appear in the same places every time, so it is easy to get better with practice.


- TRIVIA -


This title was only available as conversion kit, there were no dedicated cabinets made. The kit for this title would install in any cabinet with a horizontal monitor. The kit was rather different in the fact that it supported both joysticks and analog driving controls. This title ran on the Irem M57 hardware, along with "Moto Race USA" and a few other titles. The marquee to this game bore a photo of two cartoon water skiers being pulled behind a boat, one of which was in the process of falling down.

$end

$info=trucocl,
$bio

Truco Clemente (c) 1991 Miky S.R.L.


- TRIVIA -


Only a few boards were made so Truco Clemente is a very rare game.


- STAFF -


Designed by : Caloi Miky

Arts : Caloi Miky

Graphics : Leonardo

Montage : Tito

Programs : Miguel

$end

$info=truco,
$bio

Truco-Tron (c) 19?? Playtronic SRL.

$end

$info=truxton,
$bio

Truxton (c) 1988 Toaplan.

Game ID : TP-013B


- TRIVIA -


Licensed to Taito for manufacture ans distribution and to Romstar for US distribution.


This game is known in Japan as "Tatsujin" (translates from Japanese as 'Master').


PolyStar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- SERIES -


1. Truxton (1988)

2. Truxton II (1992)


- STAFF -


Music composed by : Masahiro Yuge


- PORTS -


* Consoles :

Sega Mega Drive (1989)

NEC PC Engine (1992)

FM Towns Marty ("Tatsujin")

$end

$info=truxton2,
$bio

Truxton II (c) 10/1992 Toaplan.

Game ID : TP-024


- TRIVIA -


This game is known in Japan as "Tatsujin Ou" (translates from Japanese as 'Master Ruler').


- SERIES -


1. Truxton (1988)

2. Truxton II (1992)


- STAFF -


Music composed by : Masahiro Yuge


- PORTS -


* Consoles :

FM Towns Marty ("Tatsujin Ou")

$end

$info=tryout,
$bio

Tryout - Pro baseball skill (c) 1985 Data East.

$end

$info=tubep,
$bio

Tube Panic (c) 01/1984 Nichibutsu / Fujitek.

$end

$info=tubeit,
$bio

Tube-It (c) 1993 Taito.


- TRIVIA -


This game is known in Japan as "Cachat".


This game runs on the Taito L System hardware.

$end

$info=tugboat,
$bio

Tugboat (c) 1982 ETM.

$end

$info=tumblep,tumblepj,tumblepb,tumblep2,
$bio

Tumble Pop (c) 11/1991 Data East.

Game ID : MAP


Controlled with a 4-way joystick and two buttons.


- TRIVIA -


"Karnov" (Data East trademarks) appear one more time...


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992.


- STAFF -


Planner : Makoho Kikuchi

Programmers : Hidemi Hamada, Kei Ichikawa, M. Sano

Designers : Atsushi Takahashi, Ryohey Hirakata, Touma Arakawa, Sanomi Kiyota, Chie Kitahara, Oguri, Noriyuki Morita, Yasuko Kurohiji, Hiroshi Tada

Sound : Tom Sato, Seila, Tatsuya Kiuchi (Mr.K)

Hardware : T. Kanayama


- PORTS -


* Consoles :

Nintendo Game Boy

$end

$info=tunhunt,tunhuntc,
$bio

Tunnel Hunt (c) 1979 Atari.

Game ID : 136000


- TRIVIA -


Also Licensed to Centuri (1981).


This game runs on the "Centipede" hardware.


Owen got the idea from the opening of the original 'Alien' movie during the landing sequence.


Originally called 'Tube Chase' as a vector game. Using the vector system from "Asteroids" and some software from "Night Driver", a prototype was created where you could fly down tunnels. However, He could not do hidden line removal, and all those lines got very confusing. A hardware engineer at Atari came up with an expensive hardware that drew ellipses. Owen re-wrote the game to use that. The game looked great. Multiple tunnels with splits and rotates. But it was too expensive. Then the hardware was changed to circles, but still too expensive. Then it was changed to rectangles. That was what finally shipped. But marketing felt just flying was not fun enough, so we added 'Star Wars'-like objects that flew down the tube at you and you had to shoot them. It was killed and brought back at least 3 or 4 times at Atari under the same name. It became 'Vertigo' when Exidy first took it, but they decided to pass on it when it did not test well at the arcades any more (at that time, it was only 3rd for 10 weeks!), and then finally 'Tunnel Hunt' at Centuri.


- STAFF -


Designed and programmed by : Owen Rubin

Hardware by : Dave Sherman

$end

$info=turbo,turboa,turbob,
$bio

Turbo (c) 10/1981 Sega.


This title is fairly simple in idea. You have to pass as many cars as possible before time runs out. If you pass enough cars (30 usually), you get to move on to the next level (although level is kind of a misnomer, as the game never really stops, you simply switch screens instantly to the new level). The only real problem with this game is the poor transitions between various screens. They simply happen instantly, one moment you are in a tunnel, and the next you are in the snow. This can mean an instant crash if you are too close to the edge when the road switches to a narrower section. You should begin the game with a lead foot, never let up on the gas. Crashing at the beginning will only hold you back a second or two while your car reforms. Once you finish the first stage (that is if you manage to finish), the game will count down all the cars you passed, and reset the timer. Now you should begin driving cautiously, as you can only crash once from this point on (a second crash will end the game). It is possible to rack up a few extra bonus cars from getting good scores, but it is very difficult.


- TRIVIA -


This was the first game ever to feature the now common semi-first person viewpoint (above and behind), that almost all modern racing games utilize (most previous racing games used a top-down perspective). The first thing many people think when playing Turbo is that it is just another "Pole Position" rip-off. That simply isn't true. Turbo came out before "Pole Position" :)


Turbo came in three different cabinet styles. The first (and most common), was an enclosed sit down cabinet. Less common were the two stand up variations (both a full sized model and a smaller cabaret version). The sitdown and full sized standup models both featured full top to bottom painted sideart of cars in action (while the cabaret version was simply labeled 'Turbo' on the side). All Turbo machines were controlled by a steering wheel (with full 360 degree rotation), gas pedal (optical), and a high/low shifter. These controls where of exceptional quality. The Sitdown and upright machines both used an Nanoa 20'' monitor (which was very resistant to burn in). The Turbo games also had a few innvovations in the general design of their dedicated cabinets. They had no top marquee, instead the monitor glass simply extended all the way to the top of the machine. Top scores were kept on a LED panel to the left of the screen (unfortunately these scores reset everytime you turn the game off). Turbo also used 3-channel audio (which was pratically unheard of in 1981). Standard stereo speakers behind the control panel played most of the sounds, while a huge 12'' subwoofer down by the coin box played the engine noises. Sadly the PCB boards in Turbo games were subject to a wide variety of failures (as where many of the other components). Making Turbo machines fairly rare today.


A Turbo unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.


MB (Milton Bradley) released a boardgame based on this videogame (same name) in 1983 : Players spin the spinner and move their cars along the track. Cars printed on spaces of the track block movement, so players can set up blockades in places to keep from being passed. First one across the finish line wins.


- PORTS -


* Consoles :

Colecovision (1982)

Mattel Intellivision (1983)

$end

$info=turbofrc,
$bio

Turbo Force (c) 1991 Video System.


- TRIVIA -


The main character of the game appears as a secret character in "Aero Fighters 3".

$end

$info=toutrun,toutruna,
$bio

Turbo Out Run (c) 1989 Sega.


- TRIVIA -


This game runs on the "Out Run" hardware.


Pony Canyon / Scitron released a limited-edition soundtrack record for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989.


- SERIES -


1. Out Run (1986)

2. Out Run 3-D (1989, Sega Master System)

3. Battle Out Run (1989, Sega Master System)

4. Turbo Out Run (1989)

5. Out Run Europa (1991, Sega Game Gear)

6. Out Runners (1992)

7. Out Run 2019 (1993, Sega Mega Drive)

8. Out Run 2 (2003)


- STAFF -


Music composed by : Yas Takagi


- PORTS -


* Consoles :

Sega Mega Drive (1992)

FM Towns Marty


* Computers :

Atari ST (1989)

Commodore C64 (1989)

Commodore Amiga (1989)

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

PC [MS-DOS] (1990)

$end

$info=turbotag,
$bio

Turbo Tag (c) 1985 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 3 hardware.


The highscores table says 'TUR-BO-TAG-BY + game staff nickname' (See Staff section for more info).


- STAFF -


Programmed by : Steve Meyer (SMM)

Graphic designed by : Scott Morrison (RSM)

Sounds by : Novak (NOV)

Designed by : Shannon Donnelly (MSD), Sam Palahnuk (SLP), Steve Radosh

Support : Robert Patton (RHP)

$end

$info=tshoot,
$bio

Turkey Shoot - The Day They Took Over (c) 07/1984 Williams.


- TRIVIA -


This game runs on the "Mystic Marathon" hardware. Approximately 450 units were produced.


- STAFF -


Game designed by : John R. Newcomer (JRN)

Software by : Thomas N. Deaux (TND), Wayne P. Breivogel (WPB)

Graphic art by : Chris L. Simmons (CLS), Jill Chittenden (JIL)

$end

$info=turpin,
$bio

Turpin (c) 1981 Konami.

Game ID : GX353


Controlled with a 4-way joystick and one button.


- TRIVIA -


This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".

$end

$info=turtship,
$bio

Turtle Ship (c) 1988 Philko.


- TRIVIA -


This Korean game is a hack of "Side Arms - Hyper Dyne" (Capcom), the Side Arms logo resides somewhere in the code. The font used in this game is also the standard Capcom font that appears in "Side Arms - Hyper Dyne", "1942", "Commando", etc...


- STAFF -


Director : Han Sang Ho

Programmer : No Young Ho

Graphic designers : Nam Han Hee, Jang Kye Sook, Kwak Woo Jong, Song Hae Jung

Scenario & Music : Lee Jae Kun, Lee Jung Kyu

Technical supporters : Park Hee Jang, Ryoo Sook Ja

Board designers : Hong Jong Rim, Choi Seung Li

$end

$info=turtles,
$bio

Turtles (c) 11/1981 Konami.

Game ID : GX353


Turtles is your standard maze game (one of dozens released in the wake of "Pac-Man"), with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy bug (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released, but luckily a star will appear in the center of the screen to help you out. Grab this star to gain land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty.


- TRIVIA -


Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (12/1981), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".


Turtles came in an upright cabinet. This game used the standard 'Stern' cabinet that most Stern titles used, sideart was often just a painted 'Stern' logo on these. The marquee, monitor bezel, and control panel overlay all feature delightful cartoon turtle graphics in a very distinct style. The control panel has a single ball-top 4-Way joystick mounted in the center, with bomb buttons way off to each side.


On the tech side of things this title usedtwo Z80 processors and used the 'Konami Classic' wiring harness (which makes it compatible with a variety of early games).


Entex Industries released a boardgame based on this videogame (same name) in 1982 : It's each player's goal to rescue as many cute little turtlettes as possible and bring'em safely back to the home pond. But watch out for the evil beetles 'cause they're out to getcha!


- PORTS -


* Consoles :

Entex AdventureVision (1982)

Emerson Arcadia 2001

G7000 Videopac


* Others :

VFD handheld game (1982) released by Entex : Play against the computer, or head to head with another player. This game has a headphone jack, volume control, and a knob that will speed up the gameplay. Pretty cool features for an old 80's handheld game!

$end

$info=tutankhm,tutankst,
$bio

Tutankham (c) 06/1982 Konami.

Game ID : GX350


Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun... and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you... if you dare.


- TRIVIA -


Also licensed to Stern for US manufacture and distribution (07/1982).


The game was originally to be called 'Tutankhamon'. However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from 'Tutankhamon' to make the title fit the screen width.


A Tutankham unit appears in the 1983 movie 'WarGames'.


- STAFF -


Programmed by : H. Tanigaki


- PORTS -


* Consoles :

Colecovision (1983)

Atari 2600 (1983)

Mattel Intellivision (1983)


* Computers :

Tandy (1983)

Atari 800 (1983)

Sinclair ZX Spectrum (1984)


* Others :

LCD handheld game : released by Konami.

VFD handheld game (1983) : released by Bandai.

$end

$info=quiztvqq,
$bio

TV Gassyuukoku Quiz Q&Q (c) 1992 Dynax.


- TRIVIA -


The title of this game translates from Japanese as 'Populace TV's Quiz Q&Q'.

$end

$info=twinbee,
$bio

Twin Bee (c) 03/1985 Konami.

Game ID : GX412


- TRIVIA -


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986.


- SERIES -


1. Twin Bee (1985)

2. Detana!! Twin Bee (1991)

3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)


- STAFF -


Music by : Shigeru Fukutake, Yoshinori Sasaki


- PORTS -


* Consoles :

Nintendo Famicom

Nintendo Game Boy ("Twinbee Da!")


* Computers :

MSX (1986)

Sharp X68000

$end

$info=tbyahhoo,
$bio

Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (c) 1995 Konami.


- TRIVIA -


The title of this game translates from Japanese as 'Twin Bee Yahhoo! - Uproar In A Mysterious Land'.


This game runs on the Konami GX hardware.


The J-Pop song played in attract mode (make sure that get it via the dipswitches) is called 'Bokura no Suteki' and is sung by Mariko Kouda. Here are the Japanese lyrics :

kanashimi no mori o, sama you kimi wa -

futo sora o mite, uchuu o omou -

ikutsumono ginga -

IMEEJI shita, sono mune ni -

umareru yuuki -

yume o mite, aruki daseru no wa -

bokura no SUTEKI sa, kimi to -

mirai e yukou -

soba ni ite, sasae au koto wa -

inochi no SUTEKI no hitotsu -

kodoku ni ochinaide.


King Records released a limited-edition soundtrack album for this game (Twin Bee Yahhoo! Original Game Soundtrack - KICA-7681) on 07/06/1995.


- SERIES -


1. Twin Bee (1985)

2. Detana!! Twin Bee (1991)

3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)

$end

$info=twinbrat,
$bio

Twin Brats (c) 1995 Elettronica Video-Games.

$end

$info=twincobr,twincobu,
$bio

Twin Cobra (c) 10/1987 Toaplan.

Game ID : TP-011


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Taito.

Licensed to Romstar for US distribution (11/1988).


This game is known in Japan as "Kyukyoku Tiger".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.


- UPDATES -


Difference between Twin Cobra and Kyukyoku Tiger :

* T.C. supports two simultaneous players.

* K.T. supports two players, but only one at a time. For this reason, it also supports Table Top cabinets.

* T.C. stores 3 characters for high scores.

* K.T. stores 6 characters for high scores.

* T.C. heros are Red and Blue for player 1 and 2 respectively.

* K.T. heros are grey for both players.

* T.C. dead remains of ground tanks are circular.

* K.T. dead remains of ground tanks always vary in shape.

* T.C. continues new hero and continued game at current position.

* K.T. continues new hero and continued game at predefined positions.

* After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.

* K.T. Due to this difference in continue sequence, "Kyukyoku Tiger" is MUCH harder, challenging and nearly impossible to complete !


- SERIES -


1. Twin Cobra (1987)

2. Twin Cobra II (1995)

3. Kyukyoku Tiger II Plus (1997, Sega Saturn)


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Nintendo Famicom (1989)

Sega Mega Drive (1991)

Sony Playstation (1996, "Toaplan Shooting Battle 1")

FM Towns Marty


* Computers :

Commodore C64 (1988)

$end

$info=tcobra2,tcobra2u,
$bio

Twin Cobra II (c) 1995 Taito.


- TRIVIA -


This game is known in Japan as "Kyukyoku Tiger II".


This game runs on the Taito F3 System hardware.


- SERIES -


1. Twin Cobra (1987)

2. Twin Cobra II (1995)

3. Kyukyoku Tiger II Plus (1997, Sega Saturn)

$end

$info=twineagl,
$bio

Twin Eagle - Revenge Joe's Brother (c) 1988 Seta.

Game ID : UA-2


- TRIVIA -


Also Licensed to Taito

Licensed to Romstar for US distribution.


- SERIES -


1. Twin Eagle - Revenge Joe's Brother (1988)

2. Twin Eagle II - The Rescue Mission (1994)


- STAFF -


Produced by : Jun Fujimoto

Game designed by : MTY, Yam

Game programmed by : MTY

Game sub programmed by : K. Nakanishi WLZ

System programmed by : H. Kobayashi, K. Yoshii

Graphic designed by : Sachiko

Character designers : K. Sato, A. Kumura, M. Kasajima, M. Takeda

Music direction : Goblin Sound

Music composers : Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa

Music performers : T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui

Sound edited by : T. Suzuki, T. Hasegawa

Allugataya system : T. Hasegawa, T. Suzuki, K. Okuda

Game advised by : J. Narita

Graphic editer designed by : M. Watanabe

68K Chan : K. Ishikawa

Board designed by : N. Nonaka

Pcm 16 : K. Oiyama

Vdc : T. Iwata, K. Oiyama

Vrc : N. Nonaka

Sound filter : Shyachou, M. Tanaka

Eigiyou : T. Ishikawa, Y. Ota

Jimu : T. Watanabe, T. Hiroi, K. Komura, M. Tanaka

Koubai : M. Harada, M. Iwata

Koumu : Y. Ikegai

Seizou : A. Aranaga, T. Sasho, K. Tominaga

Character model maked by : M. Takeda, K. Nakanishi WLZ, S. Tanaka

$end

$info=twineag2,
$bio

Twin Eagle II - The Rescue Mission (c) 02/1994 Seta.


- TRIVIA -


This game runs on the Seta SSV system.


- SERIES -


1. Twin Eagle - Revenge Joe's Brother (1988)

2. Twin Eagle II - The Rescue Mission (1994)


- STAFF -


Programmers : Noboru Harada, Takashi Kitabayashi

Graphics designers : Kohzoh Igarashi, Katutoshi Hiruta, Shingo Aoyama

CG Designer : Yasuhiko Kikuchi

Hardware engineer : Masahiro Yamaguchi

Soundtrack : Opus Corp.

Executive producer : Jun Fujimoto

$end

$info=twinfalc,
$bio

Twin Falcons (c) 1989 Philko.


- TRIVIA -


This game is also known as "Whizz".

$end

$info=twinhawk,twinhwku,
$bio

Twin Hawk (c) 1989 Taito.

Game ID : B87


- TRIVIA -


Developed by Toaplan.


This game is known in Japan as "Dai Senpuu".


This game runs on the Taito X System hardware.


- UPDATES -


There are several differences between Twin Hawk and its Japanese version "Dai Senpuu" :

* Twin Hawk supports two simultaneous players.

* Dai Senpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets.

* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.

* In Dai Senpuu, the planes are green for both players.

* In Twin Hawk, when you die, you continue the game at current position.

* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.


- STAFF -


Sound composer : Osamu Oota


- PORTS -


* Consoles :

Sega Mega Drive (1990)

$end

$info=twinqix,
$bio

Twin Qix (c) 01/1995 Taito.


- TRIVIA -


This game runs on the Taito F3 System hardware.


- SERIES -


1. Qix (1981)

2. Super Qix (1987)

3. Twin Qix (1995)


- STAFF -


Project leader : Keppel Maekawa

Software designer : Harumi. K

Game designers : Tukasa Oshima, Takafumi Kaneko

Character designer : Izumi Takemoto

Graphic designer : Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan

Sound : Nakayama Jotohei (Zuntata)

Printing designer : Kumi Mizobe

Hardware works : Takeshi Kinugasa

$end

$info=twinspri,
$bio

Twinkle Star Sprites (c) 01/1997 SNK / ADK.

Game ID : 0224


A vertical shooter where you fight against other player like a puzzle game.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Twinkle Star Sprites - PCCB-00247) on 21/02/1997.


- TIPS AND TRICKS -


* Play As Sprites : At the character select screen, put the selector on Ran and press Up(x4), A.


* Play As Memory : At the character select screen, put the selector on Ran and press Down(x4), A.


* Play As Mevious : At the character select screen, put the selector on Griffon and press Up(x4), A.


* Play As Dark Ran : At the character select screen, put the selector on Griffon and press Down(x4), A.


- PORTS -


* Consoles :

Sega Saturn (1997)

SNK Neo-Geo CD (1997)

Sega Dreamcast (2000)

$end

$info=twins,
$bio

Twins (c) 1994 Electronic Devices.

$end

$info=twocrude,
$bio

Two Crude (c) 04/1990 Data East.

Game ID : MAB


In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics!


- TRIVIA -


This game is known outside US as "Crude Buster".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.


- STAFF -


Game designer : Akira Ohtami

Programmers : Takaaki Inowe, Souichi Akiyama

Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto

Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi

Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka

Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch)

Hard : Masami Ohki

Voices : Fred Young

Advicer : Joe Kaminkow

Project leader : Iwao Horita


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=twotiger,twotigra,
$bio

Two Tigers (c) 07/1984 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 2 hardware.


Based on the novel 'Gus is my Co-Pilot'.


- UPDATES -


Two Tigers dedicated version has significantly different gameplay and stuff :


Two Tigers Dedicated :

* Additional control 'speed'.

* Steering controlled by a pot with an A/D converter.

* Some stages occur at dusk, night, dawn and day.

* No crashes involve parachuting escapes except in between stages.

* Ships shoot from cannons.

* No plane engine noise.

* Background music was provided by a tape.

* Dogfight involves protecting your aircraft carrier from sinking by the opponent.

* Sea Level is close to ship.

* Game Designers Names apear in attract mode.

* Hero Table for Dogfight mode is shown in attract mode.

* Cloud graphics are repetitive.

* Ship has no wake.


Two Tigers :

* No speed function.

* Speed is constant.

* Steering controlled by an optical encoder on a spinner.

* Different interface locations.

* Ship graphics vary.

* All Stages occur during the day.

* All crashes include pilot escape with parachute.

* Ships shoot to crosshairs.

* Player planes have background engine sound.

* Different high score music.

* Dogfight involves shooting down the opponent's aircraft and avoiding the crosshairs.

* Sea level is halfway up the screen,.

* Only Bally / Midway appears in attract mode.

* There is no Hero table for Dogfight mode.

* Cloud graphics have middle line mirrored horizontally for better appearance.

* Ships have a wake.


- STAFF -


Designed by : Ron Halliburton

Software : Tim Gilbert

Graphics : R. Berrios

Production : M. Gardaphe

$end

$info=tylz,
$bio

TYLZ (c) 1984 Mylstar Electornics.


- TRIVIA -


This game is a very rare unreleased prototype. Only 5 PCBs were produced.


- STAFF -


Programming : Chris Krubel

Video Graphics : Jeff Lee

$end

$info=typhoon,
$bio

Typhoon (c) 1987 Konami.

Game ID : GX770


Take control of a powerful helicopter and blast enemy strongholds in this superb shooter from the good folks at Konami. Features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shooter enthusiast!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is also known as "Ajax".


This game runs on the "Chequered Flag" hardware.


Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.


- UPDATES -


The stage order is different between Typhoon and "Ajax".


- STAFF -


Producer : K. Hiroshita

Director : S. Okamoto

Programmers : S. Fujiwara, Gen. S

2D designer : N. Sugita

3D designer : N. Ishii

Title designer : Dr. Hide

Character designer : K. Nakamura

Sound : Y. Uno, Motoaki Furukawa

Hardware : H. Ueno, K. Ban


- PORTS -


* Computers :

Sinclair ZX Spectrum (1988)

Commodore C64 (1988)

Amstrad CPC (1988)

$end

$info=earthjkr,
$bio

U.N. Defense Force - Earth Joker (c) 1993 Visco.


- TRIVIA -


This game runs on the "Bonze Adventure" hardware.


- STAFF -


Producer : Tetsuo Akiyama

Assistant producer : Keisuke Usami

Director : Don Gabacyo

Programmers : IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J

Character designers : K. Takahashi, T. Takahashi

Music composers : K. Fukumori, Space Creative

$end

$info=unsquad,
$bio

U.N. Squadron (c) 08/1989 Capcom.

Game ID : CP-S No. 6


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Area 88".


U.N. Squadron is based on the Japanese manga 'Area 88'.


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989.


- TIPS AND TRICKS -


 * More Money : If you start a 2 player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars).


* Various Little Ending Animations : At the ending screen (Presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered...


Mission 3, Forest Fortress :

Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress.

Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret. 


Mission 4, The Carrier :

Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear.


Mission 5, Bomber called Bayson :

Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife.


Mission 6, Missile Launcher :

Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear.


Mission 8, Battleship called Minks :

Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until  a Mech with a rifle falls into water.

Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi. 


Mission 9, The Arsenal :

Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides.


- SERIES -


1. U.N. Squadron (1989)

2. Carrier Airwing (1990)


- STAFF -


Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo)

Direction : Kihaji Okamoto

Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana

Music composer : Chan Chakorin

Hard design : Kucchan

Programmers : Blbon, Takako


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)


* Computers :

Amstrad CPC (1990)

Atari ST (1990)

Sinclair ZX Spectrum (1990)

Commodore C64

Commodore Amiga

$end

$info=usclssic,
$bio

U.S. Classic (c) 03/1989 Seta.

Game ID : UE


- TRIVIA -


Licensed to Romstar for US distribution.

Also licensed to Taito.

$end

$info=cawingj,
$bio

U.S. Navy (c) 10/1990 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known outside Japan as "Carrier Airwing".


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.


- UPDATES -


The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese verison of the game (U.S. Navy) than in the American verison ("Carrier Air Wing").


- TIPS AND TRICKS -


* Real Ending : beat the game in one credit.


* Secrets items :


Mission 2 :

White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot.


Mission 3 :

Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb.

Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on).

Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier.


Mission 6 :

Snowman (4,000 pts) - Shoot at the base of the 4th iceberg.


Mission 7 :

Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano.


Mission 8 :

Mech with a flag (20,000 pts) - Release a bomb behind the second house.


Mission 9 :

Red Mech (10,000 pts) - Shoot at the base of the fortress wall.

Yashichi - Destroy the red turret located on a footbridge.


Mission 10 :

Yashichi  - Destroy the red turret located at the top of the engines.


- SERIES -


1. Area 88 (1989) 

2. U.S. Navy (1990)

$end

$info=ufosensi,
$bio

Ufo Senshi Youko-Chan (c) 1988 Sega.

Game ID : 834-6659


- TRIVIA -


The title of this game translates from Japanese as 'Extraterrestrial Soldier Youko-chan'.


This game runs on the Sega System 2 hardware.

$end

$info=ssideki4,
$bio

The Ultimate 11 - SNK Football Championship (c) 10/1996 SNK.

Game ID : 0215


Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tokuten Ou - Honoo no Libero" (translates from Japanese as 'Top Scorer - Flame of Libero').


This game runs on the SNK Neo-Geo MVS hardware.


- SERIES -


1. Super Sidekicks (1992)

2. Super Sidekicks 2 - The World Championship (1994)

3. Super Sidekicks 3 - The Next Glory (1995)

4. The Ultimate 11 - Snk Football Championship (1996)

5. NeoGeo Cup '98 - The Road to the Victory (1998)


- STAFF -


Cast : Mr.Rod, Kuwayan., Bug Stopper, I. Etsuko, Tsubo-Tsubo, Hiroto, YNY with Catbrow

Camera : Kentarou

Light-1 : Hiroto

Light-2 : Lemon Angeler

Chief Director : RC-31Kai

Planners : Y. Romario, I. Etsuko, Galmaster Yanya

Programmers : CC8WRX, Toppo George

Sound-Music : Tate Norio, Miki

Art director : Newsea

Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako

Sponsor : Akai

Executive producer : Takashi Nishiyama

Music composer : Chan Chakorin

Hard designer : Kucchan

Programmers : Blbon, Takako

$end

$info=uecology,
$bio

Ultimate Ecology (c) 12/1993 Capcom.


An environmental friendly shooter? In this highly creative shooter, you must battle a ruthless mega corporation who is polluting the planet. Stop them before it's too late! Features nice graphics and interesting game mechanics.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known outside Japan as "Eco Fighters".


This game runs on the Capcom Play System II hardware (CPS II).


Shinseisha / Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994.


- STAFF -


Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka

Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon

Programmers : Yuuka, A.Komorini, Tilde.Kaw, Commander Guchi, Some-P

Sound designers : Toshio Kajino, Hiroaki Kondo

Music composer : Syun Nishigaki (SYUN)

Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa

Planners : Meshi, Konou, Etos

Producer : Yokamoto

Original planners : Mori Keisuke

$end

$info=umk3,umk3r11,
$bio

Ultimate Mortal Kombat 3 (c) 1994 Midway.


An update of "Mortal Kombat 3" featuring lots of additions and other little goodies (See Updates section (Rev. 1.0)).


- TRIVIA -


This game runs on the Midway Wolf Unit hardware.


If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.


- UPDATES -


This game is the same as "Mortal Kombat 3 except for the inclusion of :


REV. 1.0 :

* Jade, Kitana, Milenna, Scorpion, Reptile, Ermac, Classic Sub, Rain, Noob Saibot, Human Smoke are all added.

* Hell, The Desert, The Cavern, The Waterfront stages added.

* Computer intelligence increased.

* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.

* Jump in Combo starters added.

* Can uppercut through Scorpion's Lair to The Cavern.

* Bank stage removed.

* 2nd Master Added.

* Endurance Rounds Added in Master and 2nd Master.

* Pit Fatal in Hell added (and all its accompanying secrets).

* Classic Sub-Zero's Fats added.

* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.


REV. 1.1 :

* Supreme Demonstration icon selectable only through the 8-man tournament.


REV. 1.2 :

* CPU Pattern Fixed.

* Bugs fixed.

* More Kombat Kodes.


- TIPS AND TRICKS -


* Random Select : Up+Start on your side (Player One on Kitana and Player Two on Scorpion).


* Play As Human Smoke : Select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).


* Play As Noob Saibot (Note : This can only be enabled on WaveNet machines) : Play against a human opponent. Select Kano then hold Back+LP+LK+HP+BL until the match begins.


* Ultimate Kombat Kodes : The Ultimate Kombat Codes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (player one side) HP LP BL LK HK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries :

Play as Mileena - 22264-22264

Play as Ermac - 12344-44321

Play as Classic Subzero - 81835-81835


* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...


The Stages :

002-003 - River Kombat

004-700 - Kahn's Kave

050-050 - Noob Saibot Dorfen

077-022 - The Bridge

079-035 - Street

091-190 - Bell Tower

123-901 - Soul Chamber

330-033 - Jade's Desert

343-343 - Rooftop

600-040 - Kombat Temple

666-333 - The Graveyard

666-444 - Scorpion's Lair

820-028 - The Pit 3

880-088 - Subway

880-220 - Kahn's Tower

933-933 - Scislac Busorez (Blue Portal)


Messages :

004-400 - Whacha Gun Do ? - E.B.

010-010 - Throwing Encouraged

122-221 - Skunky!! - E.F.

123-926 - There Is No Knowledge That Is Not Power

282-282 - No Fear = EB Button, Skydive, Max Countdown

448-844 - Don't Jump At Me - MXV

550-550 - See The Mortal Kombat Live Tour

717-313 - Rain Can Be Found In The Graveyard

987-666 - Hold Flippers During Casino Run

999-999 - Revision x.x


Handicaps :

033-000 - Player 1 Half Power 

000-033 - Player 2 Half Power

707-000 - Player 1 Quarter Power

000-707 - Player 2 Quarter Power

020-020 - Blocking Disabled

044-440 - Unikoriv Referri: Sans Power

100-100 - Throwing Disabled


Different Kombats :

300-300 - Silent Kombat

444-444 - Randper Kombat

460-460 - Randper Kombat

688-422 - Dark Kombat

985-125 - Psycho Kombat


Winner of this round battles :

033-564 - Shao Khan

205-205 - Smoke

769-342 - Noob Saibot 

969-141 - Motaro 


4 Player 2 on 2 Kombat :

227-227 - Explosive Kombat

022-220 - Explosive Kombat/ Throwing Disabled


Other Codes :

466-466 - Unlimited Run

642-468 - You Are Entering The Land Of Rellim (Play "Galaga")

788-322 - Fast Uppercut Recovery Enabled

987-123 - No Powerbars


* Double stage (If a character is uppercutted, they will fly up to the other stage) :

Scorpion's Lair => Kahn's Kave

Subway => Street

Bank => Rooftop

Soul Chamber => Kahn's Tower


* Fatality - CLASSIC SUB-ZERO

1. (close) Down(x3), Forward, HP - Black screen (Censured)

2. ???


* Fatality - CYRAX

1. (anywhere) Hold Block, Down(x2), Up, Down, Release Block, HP - Helichopper

2. (close) Hold Block, Down(x2), Forward, Up, Release Block, Run - Self Destruct


* Fatality - ERMAC

1. (close) Run, Block, Run(x2), HK - Uppercut Decapitation

2. (sweep) Hold Block, Down, Up, Release Block, Down(x3), Block - Telekinetic Massacre


* Fatality - HUMAN SMOKE

1. (close) Run, Block, Run(x2), HK - Uppercut Decapitation 

2. ???


* Fatality - JADE

1. (close) Run(x3), Block, Run - Staff Impale

2. (close) Hold Block, Up(x2), Release Block, Down, Forward, HP - Stomach Shaker


* Fatality - JAX

1. (close) Hold Block, Up, Down, Forward, Up, Release Block - Arm Blades

2. (far) Run, Block, Run(x2), LK - Giant Stomp


* Fatality - KABAL

1. (sweep) Down(x2), Back, Forward, Block - Head Inflation

2. (close) Run, Block(x3), HK - Soul Scream


* Fatality - KANO

1. (close) hold LP, Forward, Down(x2), Forward, release LP - Skeleton Pull

2. (sweep) LP, Block(x2), HK - Eye Laser


* Fatality - KITANA

1. (close) Run(x2), Block(x2), LK - Kiss of Death

2. (close) Back, Down, Forward(x2), HK - Fan Decapitation


* Fatality - KUNG LAO

1. (anywhere) Run, Block, Run, Block, Down - Spin of Death

2. (sweep) Forward(x2), Back, Down, HP - Hat Boomerang


* Fatality - LIU KANG

1. (anywhere) Forward(x2), Down(x2), LK - Flame Engulf

2. (anywhere) Hold Block, Up, Down, Up(x2), Release Block, Block+Run - MK1 Cabinet Drop


* Fatality - MILEENA

1. (close) Down, Forward, Down, Forward, LP - Man Eater

2. (far) Back(x3), Forward, LK - Nail Spit


* Fatality - NIGHTWOLF

1. (one step back) Up(x2), Back, Forward, Block - Enlightenment

2. (jump distance) Back(x2), Down, HP - Lightning Hatchet


* Fatality - REPTILE

1. (jump distance) Back, Forward, Down, Block - Body Snack

2. (sweep) Hold Block, Forward(x2), Up(x2), Release Block, HK - Acid Puke


* Fatality - SCORPION

1. (jump distance) Hold Block, Down(x2), Up, Release Block, HK - Toasty!!

2. (close) Hold Block, Forward(x2), Down, Up, Release Block, Run - Hell Raiser


* Fatality - SEKTOR

1. (sweep) LP, Run(x2), Block - Compactor

2. (less jump distance) Forward(x3), Back, Block - Flame Thrower


* Fatality - SHANG TSUNG

1. (close) hold LP, Down, Forward(x2), Down, release LP - Spike Slam

2. (close) hold LP, Run, Block, Run, Block, release LP - Soul Steal


* Fatality - SHEEVA

1. (close) Forward, Down(x2), Forward, LP - Ground Pound

2. (close) hold HK, Back, Forward(x2), release HK - Skinner


* Fatality - SINDEL

1. (close) Run, Block(x2), Run+Block - Death Shriek

2. (sweep) Run(x2), Block, Run, Block - Hair Spin


* Fatality - SMOKE

1. (far) Hold Block, Up(x2), Release Block, Forward, Down - Earth Bomb

2. (sweep) hold Run+Block, Down(x2), Forward, Up - Throat Bomb 


* Fatality - SONYA BLADE

1. (anywhere) Back, Forward, Down(x2), Run - Kiss of Death

2. (far) hold Run+Block, Up(x2), Back, Down - Purple Haze


* Fatality - STRYKER

1. (close) Down, Forward, Down, Forward, Block - Bomb

2. (far) Forward(x3), LK - Tazer


* Fatality - SUB-ZERO

1. (close) Block(x2), Run, Block, Run - Body Breaker

2. (sweep) Back(x2), Down, Back, Run - Ice Breath


* Fatality - STAGE :

1) Bell Tower - the opponent falls seven stories onto a bed of spikes.

2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.

3) The Pit III - the opponent is knocked of into rotating blades and cut apart.

4) Scorpion's Lair - the opponent is knocked into a pool of lava.

CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP

CYRAX : Run, Block, Run

ERMAC : Run(x4), LK

HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP

JADE : Back, Forward, Down, Run

JAX : Down, Forward, Down, LP

KABAL : Block(x2), HK

KANO : Hold Block, Up(x2), Back, Release Block, LK

KITANA : Forward, Down(x2), LK

KUNG LAO : Down(x2), Forward(x2), LK

LIU KANG : Run, Block(x2), LK

MILEENA : Down(x3), LP

NIGHTWOLF : Run(x2), Block

REPTILE : Run, Block, Run, Block(x2)

SCORPION : Forward, Hold Block, Up(x2), Release Block, LP

SEKTOR : Run(x3), Down

SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP

SHEEVA : Down, Forward, Down, Forward, LP

SINDEL : Down(x3), LP

SMOKE : Forward(x2), Down, LK

SONYA BLADE : Forward(x2), Down, HP

STRYKER : hold Block, Forward, Up(x2), Release Block, HK

SUB-ZERO : Back, Down, Forward(x2), HK


* CRISPY : After the fatality stage 'Scorpions's Lair' :

Hold both HP buttons (Dan Forden voice)

Hold both Run buttons (Shao Kahn voice)

Hold both HP+Run buttons (Dan Forden + Shao Kanh voice)


* Finish him - Mercy : (Anywhere) Hold Run, Down (x2)


* Finish him - Animality (After Mercy) :

CLASSIC SUB-ZERO : ???

CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Shark

ERMAC : ???

HUMAN SMOKE : ???

JADE : (close) Forward, Down, Forward(x2), LK - Cat

JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Lion 

KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Rhino Bones 

KANO : (close) hold HP, Block(x3) release HP - Spider

KITANA : (one step back) Down(x4), Run - Rabbit

KUNG LAO : (close) Run(x4), Block - Leopard

LIU KANG : (one step back) Down(x2), Up - Dragon

MILEENA : (close) Forward, Down(x2), Forward, HK - Skunk

NIGHTWOLF : (close) Forward(x2), Down(x2) - Wolf

REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Chimpanzee

SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Penguin

SEKTOR : (close) Forward(x2), Down, Up - Bat

SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Snake

SHEEVA : (close) Run, Block(x3) - Scorpion

SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Wasp

SMOKE : (far) Down, Forward(x2), Block - Bull

SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Hawk

STRYKER : (one step back) Run(x3), Block - T.Rex

SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Polar Bear


* Finish him - Friendship (don't use Block during the last round) :

CLASSIC SUB-ZERO : ???

CYRAX : Run(x3), Up - Dance

ERMAC : ???

HUMAN SMOKE : ???

JADE : Back, Down, Back(x2), HK - Pogo Stick

JAX : LK, Run(x2), LK - Jump Rope

KABAL : (past sweep) Run, LK, Run(x2), Up - Marshmallow Roast

KANO : LK, Run(x2), HK - Bubble Gum

KITANA : Down, Back, Forward(x2), LP - Bubbles

KUNG LAO : (past sweep) Run, LP, Run, LK - Hat Frisbee

LIU KANG : Run(x3), Down+Run - Dragon Shadow Puppet

MILEENA : Down(x2), Back, Forward, HP - Pretty

NIGHTWOLF : (past sweep) Run(x3), Down - Raiden Morph, MK2 Drop

REPTILE : (close) Down, Forward(x2), Back, HK - Reptile In The Box

SCORPION : (close) Back, Forward(x2), Back, LK - Skull In The Box

SEKTOR : (half screen) Run(x4), Down - Ring the Bell

SHANG TSUNG : LK, Run(x2), Down - Joust

SHEEVA : Forward(x2), Down, Forward, HP - Plate Spin

SINDEL : Run(x5), Up - Field Goal

SMOKE : (far) Run(x3), HK - Horn

SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Flowers

STRYKER : LP, Run(x2), LP - Crossing Guard

SUB-ZERO : LK, Run(x2), Up - Snowman


* Finish him - Babality (don't use Block during the last round) :

CLASSIC SUB-ZERO : ???

CYRAX : Forward(x2), Back, HP

ERMAC : ???

HUMAN SMOKE : Down, Back(x2), Forward, HP

JADE : Down(x2), Forward, Down, HK

JAX : Down(x3), LK

KABAL : Run(x2), LK

KANO : Forward(x2), Down(x2), LK

KITANA : Forward(x2), Down, Forward, HK

KUNG LAO : Down, Forward(x2), HP

LIU KANG : Down(x3), HK

MILEENA : Down(x2), Forward(x2), HP

NIGHTWOLF : Forward, Back, Forward, Back, LP

REPTILE : Forward(x2), Back, Down, LK

SCORPION : Down, Back(x2), Forward, HP

SEKTOR : Back, Down(x3), HK

SHANG TSUNG : Run(x3), LK

SHEEVA : Down(x3), Back, HK

SINDEL : Run(x3), Up

SMOKE : Down(x2), Back(x2), HK

SONYA BLADE : Down(x2), Forward, LK

STRYKER : Down, Forward(x2), Back, HP

SUB-ZERO : Down, Back(x2), HK


* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...

Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)

01) MK Dragon : Tournament Outcome

02) MK Logo : Rellim Ohcanep (Play Galaga)

03) Yin-Yang : Battle width ERMAC

04) Number three : Battle width NOOB SAIBOT

05) Question Mark : Random select

06) Lightning Bolt : Fatality Demonstration One

07) Goro : Fatality Demonstration Two

08) Raiden : Fatality Demonstration Three

09) Shao Kahn : NOOB SAIBOT / ERMAC endurance

10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)

11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)

12) Question Mark : Supreme Demonstration


Hidden treasures : Fatality Demonstration Four and Five, another ?


- SERIES -


1. Mortal Kombat (1992) 

2. Mortal Kombat II (1993) 

3. Mortal Kombat 3 (1994) 

4. Ultimate Mortal Kombat 3 (1994) 

5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation) 

6. Mortal Kombat 4 (1997) 

7. Mortal Kombat Gold (1997, Sega Dreamcast) 

8. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft Xbox, Sony PlayStation 2) 


- STAFF -


* Cast :

Kitana, Mileena : Becky Gable

Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot  : John Turk

Sonya Blade : Kerri Hoskins

Jax : John Parrish

Nightwolf, Sektor, Cyrax, Smoke : Sal Divita

Jade : Becky Gable

Kano : Richard Divizio

Sindel : Lia Montelongo

Kurtis Stryker : Michael O'Brien

Kung Lao : Tony Marquez

Kabal : Richard Divizio

Sheeva : A Clay Model

Liu Kang : Eddie Wong

Shao Kahn : Brian Glynn, Steve Ritchie (voice)


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Sega Mega Drive (1995)

Sega Saturn (1996)

$end

$info=ultennis,
$bio

Ultimate Tennis (c) 1993 Art & Magic.


- TRIVIA -


Art and Magic were a group of coders and artists who had cut their teeth making various demos for the Amiga platform. Eventually they were approached by a hardware manufacturer, who wished to recruit them to make good quality games. Ultimate Tennis was their first, as they were still trying to adapt to their new platform, digitised sprites (all pallette swaps of the same footage) were used as a proof of concept - later the artists would develop their caracature style to make cel-animated sprites. Approximately 5,000 units were produced. 


Although their last official arcade game was released in 1998, the Art and Magic brand still continues making gambling games.


- STAFF -


Artwork : Franck Sauer, Iwan Scheer

Software : Yann Robert, Yves Grolet

Music : Franck Sauer, Christian Dutilleux

Starring : Eric Dardenne

Hardware designer : Deltatec

Manufacturing : Deltatec

$end

$info=uballoon,
$bio

Ultra Balloon (c) 1996 SunA.

$end

$info=ultramhm,
$bio

Ultra Maru-hi Mahjong (c) 1993 Apple.


Mahjong against girls!

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Ultra Secret Mahjong'.

$end

$info=ultratnk,
$bio

Ultra Tank (c) 02/1978 Atari.

Game ID : 009801


- SERIES -


1. Tank (1974)

2. Tank II (1974)

3. Tank III (1975)

4. Tank 8 (1976)

5. Ultra Tank (1978)


- STAFF -


Designed and programmed by : Mike Albaugh

$end

$info=utoukond,
$bio

Ultra Toukon Densetsu (c) 1993 Banpresto.

Game ID : BP931


Horizontal beat'em up featuring, in SD (Super Deformed), Ultraman and his comrades who fight evil monsters.


- TRIVIA -


The title of this game translates from Japanese as 'Ultra Fighting Spirit Legend'.


Based on the sentai series "Ultraman" of Tsuburaya productions.


- STAFF -


Producer : Toshifumi Kawashima

Game designer : Momonga. Ogawa

Programmer : S. Yagawa

Character designer : General. W

Screen designer : K. Nakajima

Object designers : Shinsuke Yamakawa, Satoshi. Ono, K. Kitajima, Aya. Kanagawa

Sound creater : N. Shioda

$end

$info=ultrax,
$bio

Ultra X Weapons (c) 01/1995 Banpresto.


- TRIVIA -


This game is known in China as "Ultra Keibitai" (translates as 'Ultra Guards').


Developed by Seta and produced by Banpresto.


- STAFF -


Planner : Takehiko Hoashi

Programmer : Noboru Harada

CG designer : Yasuhiko Kikuchi

Graphic designers : Kohzoh Igarashi, Shingo Aoyama

Hardware engineer : Masahiro Yamaguchi

Video chip designer : Kenji Oiyama

Sound : Opus Corp.

Music : Masanao Akahori

Sound effects : Jun Enoki, Satoshi Ohta

Supervisor : Tsuburaya Pro., Hiroshi Funai

$end

$info=ultraman,
$bio

Ultraman - Kuusou Tokusatsu Series (c) 1991 Banpresto / Bandai.


A one-on-one fighting game based on the Japanese series by Tsuburaya Productions.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Fantasy Special Effects Series'.


This game runs on Konami's "Chequered Flag" hardware.


- PORTS -


* Consoles :

Nintendo Super Famicom (1991)

Sega Mega Drive (1992)

Bandai WonderSwan (2001)

Nintendo Game Boy

$end

$info=umanclub,
$bio

Ultraman Club - Tatakae! Ultraman Kyoudai!! (c) 1992 Banpresto.

Game ID : BP922


- TRIVIA -


The subtitle of this game translates from Japanese as 'Fight! Ultraman Brothers!'.


This game runs on Konami's "Chequered Flag" hardware.

$end

$info=undrfire,undrfiru,undrfirj,
$bio

Under Fire (c) 1993 Taito.

Game ID : D67


- TRIVIA -


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.5 - ZTTL-0036) on 20/02/1999.


- STAFF -


Producers : Hisao Shimizu, Ichiro Fujisue

Directed by : Naomitsu Abe

Screenplay by : Yosuke Tsuda

Programmers : Masaki Yagi (Ymot Yagi), Iromust TMR, TKHC-1, NOB

Characters creators : Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yosuke Tsuda

Hardware designers : Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp.

Mechanical coordinators : Jun Hishiyama


* Cast : Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yosuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue

$end

$info=uccops,uccopsj,
$bio

Undercover Cops (c) 07/1992 Irem.


The three Streetsweepers are assigned to take out the large gang that has been terrorizing the city. Very unconventional characters and lots of HUGE weapons to pick up.


- TRIVIA -


This game runs on the Irem M-92 system hardware.


The Police 'car' at the end of Undercover Cops looks (and acts) just like "Moon Patrol", which is also from Irem.


On the small red TV items, you can see that they have a picture of the boss from Stage 1 of "R-Type"!


- STAFF -


Creator : Meeher

Designers : Akio, Susumu, Kozo, Nob

Programmers : Teroling, Danger Nao

Sound : Hiya!

Character voices : Nukegara, Muttershi, Fuku Chan, Kiki

American staff : Steve, Drew, Max

Publicity staff : S. Sakomizu


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Nintendo Game Boy

$end

$info=undoukai,
$bio

The Undoukai (c) 1984 Taito.

Game ID : A17


- TRIVIA -


The title of this game translates from Japanese as 'The Athletic Meet'.


This game is known outside Japan as "Field Day".


This game runs on the "40-0" hardware.


- STAFF -


Game programmer : Hiroshi Kawakami (H.K)

Game control : Ichiro Fujisue (I.F)

Sound programmer : Tukasa Nakamura

$end

$info=uniwars,
$bio

UniWar S (c) 10/1980 Irem.


- TRIVIA -


This game is known in Japan as "Ginga Teikoku no Gyakushuu".


Two bootleg of this game are known as "Space Battle" and "Sky Raiders".

$end

$info=untoucha,
$bio

Untouchable (c) 08/1987 Dynax.

Game ID : 08

$end

$info=uopoko,
$bio

Uo Poko - Lots of Fish (c) 02/1998 Cave.

Game ID : CV02


- TRIVIA -


Licensed to Jaleco.


- SERIES -


1. Uo Poko - Lots of Fish (1998)

2. Himitsu no Hana Poko


- STAFF -


Sound composer : Ryuichi Yabuki

$end

$info=upndown,upndownu,
$bio

Up'n Down (c) 09/1983 Sega.


- TRIVIA -


This game runs on the Sega System 1 hardware.


- TIPS AND TRICKS -


* Pengo : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.


- STAFF -


Staff : Yoji Ishii (ICI), (T.N), (SHO), (R.T), (H.N), (TAK), (H.K), (STO), (KIP)

Security by : Masatoshi Mizunaga (MI.)


- PORTS -


* Consoles :

Atari 2600 (1983)

Colecovision (1984)

Sega Saturn (1997, "Sega Memorial Selection Vol.1")


* Computers :

Atari 800 (1984)

Commodore C64 (1985)

Apple II

$end

$info=urashima,
$bio

Urashima Mahjong (c) 1989 UPL.

Game ID : UPL-89052

$end

$info=mustang,mustangs,mustangb,
$bio

US AAF Mustang (c) 05/1990 UPL.

Game ID : UPL-90058


- TRIVIA -


Also licensed to Seoul Trading.


- TIPS AND TRICKS -


* Secret message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 14 times on player1 side. The release date will appear.


- UPDATES -


The bootleg version use the "Raiden" (seibu) sound hardware, all musics from "Raiden" are present =).

$end

$info=usvsthem,
$bio

Us vs Them (c) 06/1984 Mylstar Electronics.

Game ID : GV-126


- TIPS AND TRICKS -


* Easter Egg : This easter egg allows you to watch the whole disc from start to finish. To do this you must hold the Trigger button in while inserting your coins.


- STAFF -


Programmers : Warren Davis, Dennis Nordman, Dave Fraust, Rich Tracy

Video graphics by : Jeff Lee

Video footage by : Warren Davis, Dennis Nordman

Music by : Dave Zabriskie

Sounds by : Graig Beierwaltes

Cabinet graphics : Larry Day

Hardware by : Dave Pfeiffer

$end

$info=vgoalsoc,vgoalsca,
$bio

V Goal Soccer (c) 199? Tecmo.

$end

$info=vball,vball2pj,
$bio

V'Ball - U.S.Championship (c) 12/1988 Technos.

Game ID : TA-0025

$end

$info=vfive,
$bio

V-Five (c) 12/1992 Toaplan.

Game ID : TP-027


- TRIVIA -


This game is known outside Japan as "Grind Stormer".


- UPDATES -


"Grind Stormer" seems to be different in the way that you pick up the items directly and don't go through the power-up bar.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Director : K. Takano

Programmers : C. Hayasato, T. Ikeda

Graphic designers : Y. Naora, M. Yamaguchi

Sound director : Masahiro Yuge

$end

$info=vformula,
$bio

V.F. - Virtua Formula (c) 1993 Sega.

$end

$info=vr,
$bio

V.R. - Virtua Racing (c) 1992 Sega.


- TRIVIA -


Sega went to General Electric Aerospace (who made the first 3D simulators for NASA in the 1960s) in 1991-92 for assistance to develop a CG platform architecture for their new experimental 3D system, which later became known as the Sega Model 1 hardware. Virtua Racer was the game being written to find out how viable hardware 3D games were, it was never designed to be released, but it was such a success internally they decided to actually release it.


In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis".


Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993.


- PORTS -


* Consoles :

Sega Mega Drive (1994) : The cartridge was huge compared to all others because it included the SVP chip (Sega Virtua Processor).

Sega 32x (1994, "Virtua Racing Deluxe")

Sega Saturn (1995, "Time Warner Interactive's V.R. - Virtua Racing")

Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8 : V.R. - Virtua Racing Flat Out")

$end

$info=valkyrie,
$bio

Valkyrie no Densetsu (c) 04/1989 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Legend of the Valkyrie'.


This game runs on the Namco System 2 hardware.


Victor Entertainment released a limited-edition soundtrack album for this game (Valkyrie no densetsu : Namco Game Sound Express Vol.1 - VDR-14001) on 21/09/1989.


- STAFF -


Staff : Spanky Usukura, Nam Nam, WanWan, Astron Ishii

Music composed by : Hiroyuki Kawada


- PORTS -


* Consoles :

NEC PC Engine (1990)

Sony PlayStation (1997, "Namco Museum Vol.5")

$end

$info=valtric,
$bio

Valtric (c) 11/1986 NMK.


- TRIVIA -


Licensed to Jaleco.

$end

$info=vamphalf,
$bio

Vamp x 1/2 (c) 1999 Danbi System.


- TRIVIA -


Based on the comic of the same name.


- SERIES -


1. Vamp x 1/2 (1999)

2. Vamp x 1/2 1+2 (????, PC CD-Rom)

$end

$info=vampj,vampja,vampjr1,
$bio

Vampire - The Night Warriors (c) 06/1994 Capcom.

Game ID : CP-S II No. 05


Ten characters taken straight from horror films duke it out Street Fighter style, featuring two end bosses.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Darkstalkers - The Night Warriors".


This game runs on the Capcom Play System II hardware (CPS II).


Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994.


- UPDATES -


In the non-Japanese version :

* Gallon is named 'Jon Talbain'.

* Zabel Zarock is named 'Lord Raptor'.

* Aulbath is named 'Rikuo'.

* Phobos is named 'Huitzil'.


- 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 (1994)

2. Vampire Hunter - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

4. Vampire Savior 2 - The Lord of Vampire (1997)


- 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 (Anachey Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)


* Voice Actors :

Demitri : Nobuyuki Hiyama

Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru


- PORTS -


* Consoles :

Sony PlayStation (1996)

$end

$info=vhuntj,vhuntjr1,vhuntjr2,
$bio

Vampire Hunter - Darkstalkers' Revenge (c) 03/1995 Capcom.

Game ID : CP-S II No. 09


The second game in the Darkstalkers series includes fourteen horrific fighters.

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game is known outside Japan as "Night Warriors - Darkstalkers' Revenge".


This game runs on the Capcom Play System II hardware (CPS II).


- TIPS AND TRICKS -


* Alternate Costume Colors : Highlight a fighter at the character selection screen.

1. Press Roundhouse to select the costume color from Darkstalkers.

2. Press Start to select the secondary costume color from Darkstalkers.

3. Press Jab+Forward to select the dark costume version.


* Secret End Tune : Beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start.


- SERIES -


1. Vampire - The Night Warriors (1994)

2. Vampire Hunter - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- STAFF -


Game designers : Ohn, Nohah

Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino

Music composers : Takayuki Iwai (Anachey Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon-

Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta

Scroll designers : Kyo, Tamachan, Motokazz.S, Aya

Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama

Producer : Kihaji Okamoto


* Voice Actors :

Demitri, Donovan, Pyron : Nobuyuki Hiyama

Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru

Hsien-Ko : Michiko Neya

Huitzil : Jyurouta Kosugi

Cecil : Kyoko Hikami 


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=vhunt2,vhunt2r1,
$bio

Vampire Hunter 2 - Darkstalkers' Revenge (c) 1997 Capcom.

Game ID : CP-S II No. 27


Fourteen well-animated creatures from Hell rip, tear and otherwise fight for control of the nether-realms.

Controlled with an 8-way joystick ad six buttons.


- TRIVIA -


This game was only released in Japan.


This game runs on the Capcom Play System II hardware (CPS II).


- TIPS AND TRICKS -


* Hidden Warriors : The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round.


* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.


* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button.


* Marionette Mode : On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button.


* Priest Bishamon : On the character select screen, go to Bishamon, hold Start and press any punch or kick button.


- SERIES -


1. Darkstalkers - The Night Warriors (1994)

2. Night Warriors - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- STAFF -


Voice Actors :

Demitri, Donovan, Pyron : Nobuyuki Hiyama

Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru

Hsien-Ko : Michiko Neya

Huitzil : Jyurouta Kosugi

Cecil : Kyoko Hikami

$end

$info=vsav,vsavj,vsavh,vsava,vsavu,
$bio

Vampire Savior - The Lord Of Vampire (c) 05/1997 Capcom.

Game ID : CP-S II No. 22


Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!

Controlled with an 8-way joystick ad six buttons.


- TRIVIA -


Secret Title : "Darkstalkers - Jedah's Damnation" (hosted in a gfx rom but not used in the game).


This game runs on the Capcom Play System II hardware (CPS II).


Victor Entertainment released a limited-edition soundtrack album for this game (Vampire Savior : Capcom Game Soundtrack - VICL-60098, 60099) on 21/08/1997.


- TIPS AND TRICKS -


* Hidden Warriors : To reach your character's hidden warrior, you must finish the stage without losing any energy bats, and without timeouts. The KO move MUST be an EX Finish. Dark Force or ES Finishes may be acceptable, but an EX Finish is preferred. If you meet this condition, you'll get a 'Here comes a new challenger' prompt as you enter the fourth stage. Each character has their own boss character fights (i.e. Demitri's final boss is Morrigan, Jedah's final boss is Demitri, etc.), and after you finish the first 6 stages, you must defeat your character's boss character in Stage 7 to finish the game. If your character's final boss is Jedah, there will be a special intro scene.


* Play As Original Jon Talbain : At the character select screen, highlight Jon Talbain and press Start and all three punch buttons at the same time.


* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.


* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button.


* Win Poses : By holding any attack button at the end of a fight, you may choose most of each character's win poses. However, there are a few that can't be seen with this trick, such as Felicia's perfect win pose.


* Tricks : Even though the Start button is mostly used as a taunt button, there are a few characters that can use it for some rather silly moves such as Sasquatch & Felicia.


If you leap at the enemy's head without attacking while using Felicia, you'll sit on their heads as long as neither player moves at all. An extra taunt? :)


- SERIES -


1. Darkstalkers - The Night Warriors (1994)

2. Night Warriors - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- STAFF -


Main music composer : Takayuki Iwai (Anarchy Takapon)

Sub music composer : Masato Kouda (Cipher)

Sound effects & Voice edit : Moe.T (Cipher)

Sound drivers : Yasushi Ikeda" A!Ohana"

Sound Tool : Tomohiro Masuda (Q~CVE)

Sound "Q_64M" hardware : Ida~~~~~~~N

Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi

Scrool designers : Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon

Program designers : Hyper Shinchan, Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, Teruaki Hirokado, Hard.Yas (-Jedah-)

Planners : S. Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta)

Producer : Tetsuya Iijima

General producers : Noritaka Funamizu, Yoshiki Okamoto


* Voice Actors :

Jedah : Chiba Isshin

Q-Bee, B. B. Hood : Miyuki Matsushita

Lilith : Hiroko Konishi

Demitri : Nobuyuki Hiyama

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Rikuo, Lord Raptor, Jon Talbain : Yuuji Ueda

Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru

Hsien-Ko : Michiko Neya

Emily : Kozue Yoshizumi


- PORTS -


* Consoles :

Sega Saturn (1998)

$end

$info=vsav2,
$bio

Vampire Savior 2 - The Lord Of Vampire (c) 09/1997 Capcom.

Game ID : CP-S II No. 26


Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!

Controlled with an 8-way joystick ad six buttons.


- TRIVIA -


This game is known in US as "Darkstalkers - Jedah's Damnation".


This game runs on the Capcom Play System II hardware (CPS II).


- TIPS AND TRICKS -


* Hidden Warriors : The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round.


* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.


* Alternate Shoul Mode : On the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button.


* Marionette Mode : On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button.


* Priest Bishamon : On the character select screen, go to Bishamon, hold Start and press any punch or kick button.


- SERIES -


1. Darkstalkers - The Night Warriors (1994)

2. Night Warriors - Darkstalkers' Revenge (1995)

3. Vampire Savior - The Lord of Vampire (1997)

4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)

5. Vampire Savior 2 - The Lord of Vampire (1997)


- STAFF -


Producer : Noritaka Funamizu

General producers : Noritaka Funamizu, Yoshiki Okamoto

Main music composers : Takayuki Iwai (Anarchy Takapon)

Sub music composers : Tetsuya Shibata (Cyber-T)

Sound effects & Voice edit : Moe.T (Cipher)

Sound drivers : Yasushi Ikeda" A!Ohana"

Sound tool : Tomohiro Masuda (Q~CVE)

Sound "Q_64M" hardware : Ida~~~~~~~N

Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko_Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You.ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui

Scrool designers : Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon

Program designers : Hyper Shinchan, Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, Teruaki Hirokado, Hard.Yas (-Savior2-)

Planners : S. Obata, Neo_G -H. Ishizawa-, Malachie, Nohah, Kanetaka (Kinta)


* Voice Actors :

Jedah : Chiba Isshin

Q-Bee, B. B. Hood : Miyuki Matsushita

Lilith : Hiroko Konishi

Demitri, Donovan, Pyron : Nobuyuki Hiyama

Lord Raptor : Yuuji Ueda

Morrigan : Yayoi Jinguji

Felicia : Kae Araki

Victor, Bishamon, Anakaris : Kan Tokumaru

Hsien-Ko : Michiko Neya

Huitzil : Jyurouta Kosugi

Cecil : Kyoko Hikami 

Emily : Kozue Yoshizumi

$end

$info=vanvan,vanvank,
$bio

Van-Van Car (c) 1983 Sanritsu.


- TRIVIA -


Also licensed to Karateco.

$end

$info=vandyke,vandyjal,
$bio

Vandyke (c) 1990 UPL.

Game ID : UPL-90064


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Also licensed to Jaleco for manufacture and distribution.

$end

$info=vanguard,vangrdce,
$bio

Vanguard (c) 07/1981 SNK.


This is a scrolling space shooter (some levels are horizontal, some are vertical). Shoot down enemies with your laser. Keep a close eye on your ever decreasing fuel gauge, luckily each enemy that you destroy will add to your remaining fuel. Find the energy pods to be temporarily invulnerable), the energy pods will also increase your fuel level. At the end of each level you must defeat a boss that is guarded by two moving force fields with holes in them. The computer will then announce the name of the next zone using some nifty early 80's synthesized speech. The different levels include Mountain Zone, Rainbow Zone, Styx Zone, Rainbow Zone 2, Stripe Zone, Rainbow Zone 3, Bleak Zone, and the City of Mystery.


- TRIVIA -


Licensed to Centuri for US manufacture and distribution (10/1981). This game put SNK on the map in the US.


Vanguard is the first color game from SNK and it was one of the first shoot-em-up with a 4-way directional fire.


A Vanguard unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.


- SERIES -


1. Vanguard (1981)

2. Vanguard II (1984)


- PORTS -


* Consoles :

Atari 2600 (1982)

Atari 5200 (1983)


* Computers :

Atari 800

$end

$info=vangrd2,
$bio

Vanguard II (c) 01/1984 SNK.


- SERIES -


1. Vanguard (1981)

2. Vanguard II (1984)

$end

$info=vaportra,vaportru,
$bio

Vapor Trail - Hyper Offence Formation (c) 1989 Data East.

Game ID : MAA


- TRIVIA -


This game is known in Japan as "Kuhga - Operation Code Vapor Trail".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990.


- SERIES -


1. Vapor Trail - Hyper Offence Formation (1989)

2. Rohga Armor Force (1991)

3. Skull Fang (1996)


- PORTS -


* Consoles :

Sega Mega Drive (1991)

$end

$info=vaportrx,vaportrp,
$bio

Vapor TRX (c) 1998 Atari Games.


- TRIVIA -


Developed by Blue Shift (see 'Staff' section for more information).


- STAFF -


* Blue Shift :

Game design : Dave Ralston

Game programming : Bob Flanagan, John Salwitz

Programming : John Brooks, Kevin Shapiro, Doug Snyder

Operations : Becky Liu

Vehicles : Will Noble

Playfield art : Lynne Gura, Adalbert Mlak, K.C. Murphy

Interface design : Raul Dominguez

Additional art : Gil Valadez


* Atari Games :

Producer : Robert Rowe

Executive producer : Mark Pierce

Audio : Stephen Geering, Mickael Henry, John Paul, Universal Sound

Hardware design : Steve Correll, Andrew Dyer, John Lowes, Ross Shaffer

Technician : Darrell Robinson

Programming : Michael Albaugh, Forrest Miller, Dave Shepperd

Design services : Peter Dorn, Mark Gruber, Mark Hoendervoogt, Stevie Landaverde, Rick Meyette, Ralph Perez

$end

$info=vmetal,
$bio

Varia Metal (c) 1995 Excellent System.


- TRIVIA -


Licensed to New Way Trading for manufacture and distribution.


- STAFF -


Programmers : K Ishiguri, F Satou, Unko

Producers : T Yamanaka, D Yamada, K Osabe

Graphic designers : T Yamanaka, S Iwaya, T Kanou, D Yamada, M Tezuka

Sound : T Inoue

$end

$info=varth,varthj,varthu,
$bio

Varth - Operation Thunderstorm (c) 06/1992 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed to Romstar for US distribution.


This game runs on the Capcom Play System hardware (CPS).


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993.


- STAFF -


Planners : Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake

Scroll designers : Kintaro, Kuramoyan, Maru Chan, Mon Chan

Object designers : Kurata N, Manbou, Hanisawa, Ume

Programmers : Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside

Sound : T. Yomage, P, Bull

Directors : Kihaji Okamoto, Noritaka Funamizu (Poo), Akira Nishitani (Nin)

Producer : Kihaji Okamoto

$end

$info=vasara,
$bio

Vasara (c) 2000 Visco.


Vertical shoot'em up with three selectable characters and nice manga style cut scene.

Controlled with an 8-way joystick and two buttons.


- TIPS AND TRICKS -


* Good Ending : Clear stage 5 without continuing play, or clear stage 5 with continuing play over 10 times, or clear stage 5 with slashing all Bushous.


- SERIES -


1. Vasara (2000)

2. Vasara 2 (2001)

$end

$info=vasara2,vasara2a,
$bio

Vasara 2 (c) 2001 Visco.


- TIPS AND TRICKS -


* Hidden Role : Insert a coin, then press Up(x3), Down(x3) Up(x7) and press Start. You will find hidden role!


- SERIES -


1. Vasara (2000)

2. Vasara 2 (2001)

$end

$info=vastar,vastar2,
$bio

Vastar (c) 1983 Sesame Japan.


- TIPS AND TRICKS -


* Warp : When you reach the second radar that pops up from the ground, after you landed the first time and gone though the forest, put your shield on and go directly into the laser firing turret. You should activate a warp to the second spaceship!


- STAFF -


Staff : Toshiaki.O, Super.Kita, Nakanishi, Nakamura, Yoshida, Holstein, Kashuga, Kapa Enoki, Sweet Yuge, Harumage.M

$end

$info=vautour,
$bio

Vautour (c) 1980 Jeutel.


- TRIVIA -


The title of this game translates from French as "Vulture".


This game is a French hack of "Phoenix".

$end

$info=vendetta,vendetao,vendet2p,vendetas,vendtaso,
$bio

Vendetta (c) 07/1991 Konami.

Game ID : GX081


The four Cobras go after the rival gang that kidnapped their girl. Worth playing to experience the biker lads alone. :)

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Crime Fighters 2".


Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'.


On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'.


King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.


- UPDATES -


Asian version contain ugly sado maso and pervert dogs who was censored in all others versions.


- SERIES -


1. Crime Fighters (1989)

2. Vendetta (1991)

3. Violent Storm (1993)


- STAFF -


Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi

Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama

Sound designers : Hideaki Kashima, M. Yamame

Hardware designer : K. Itoh

Director : S. Okamoto

Management : S. Kido

$end

$info=venture,venture2,venture4,
$bio

Venture (c) 06/1981 Exidy.


Venture is a one- or two-player, color video game, full of surprising treasures. Venture is a series of games within the game. Venture is played in a dark dungeon of multi-levels. The player forges through one level of rooms at the time, displayed on the screen as a floor plan. Armed with bow and arrow, the player learns to avoid confrontation with the wandering green Hall Monsters by skillfully entering the sanctity of a room. Once inside a room, the chamber's image grows to full screen size, creating a game within a game. Every room has a treasure or weapon guarded by a threatening creature or hazardous condition. The player must retrieve the treasure, avoiding threats and obstacles. When the treasure is succefully taken out of the chamber, bonus points are awarded. The screen image then returns to the original floor plan. Whenever a treasure is safely withdrawn, the player no longer has access to that room. The player must win all the treasures of one level before descending to another level.


- TRIVIA -


This game runs on the Exidy 6502 hardware.


Venture came in a white dedicated cabinet and featured sideart of Winky battling green monsters (looks like snakes).


- STAFF -


Designed and programmed by : Howell Ivey


- PORTS -


* Consoles :

Colecovision (1982)

Atari 2600 (1982)

Mattel Intellivision (1982)

$end

$info=venus,
$bio

Venus (c) 1983.


- TRIVIA -


This game is a booleg of "Gyruss".

$end

$info=vsnetscr,vsnetscj,
$bio

Versus Net Soccer (c) 1996 Konami.

Game ID : GX627


- TRIVIA -


This game runs on the Konami GX hardware.

$end

$info=vcircle,
$bio

Vicious Circle (c) 03/1996 Atari Games.


Nine characters bearing that "Killer Instinct" go head-to head in this Atari fighting game.


- TRIVIA -


Vicious Circle is an unreleased prototype.


This game runs on the Atari Cojag hardware.

$end

$info=victnine,
$bio

Victorious Nine (c) 1984 Taito.

$end

$info=victory,
$bio

Victory (c) 02/1982 Exidy.


- TRIVIA -


A modification kit for this game is known as "Victory Banana".


- PORTS -


* Consoles :

Colecovision (1983)

$end

$info=victorba,
$bio

Victory Banana (c) 09/1982 Exidy.


- TRIVIA -


This is a modification kit for Victory.

$end

$info=victroad,
$bio

Victory Road (c) 1986 SNK.


- TRIVIA -


This game is known in Japan as "Dogosoken".


- SERIES -


1. Ikari Warriors (1986)

2. Victory Road (1986)

3. Ikari III - The Rescue (1989)


- PORTS -


* Consoles :

Nintendo Famicom (1988, "Ikari Warriors 2 - Victory Road")


* Computers :

Sinclair ZX Spectrum (1988)

Amstrad CPC (1988, "Victory Road - The Pathway to fear")

Commodore C64 (1988)

Commodore Amiga (1989)

Atari ST (1989)

Apple II

$end

$info=8ball,8ball1,
$bio

Video Eight Ball (c) 1982 Century Electronics.

$end

$info=hustler,hustlerb,
$bio

Video Hustler (c) 08/1981 Konami.

Game ID : GX343


- TRIVIA -


This game runs on the "Scramble" hardware.


Two bootlegs of this game are known as "The Billiards" and "Video Pool".


- PORTS -


* Consoles :

Colecovision (1984)


* Computers :

MSX (1984)

$end

$info=videopin,
$bio

Video Pinball (c) 02/1979 Atari.

Game ID : 034253-034267


- TRIVIA -


World's first video attraction to simulate a pinball game. Video Pinball was an instant winner. With fluorescent 'disco' 3-D playfield, challenging targets, bumpers, slingshots, rollovers and drop targets Atari Video Pinball had it all, but without all the mechanical objects associated with classic pinball games. Even a pinball "nudge" feature is included to give a more realistic feel to the play action. Approximately 1,500 units were produced.


A Video Pinball unit appears in the 1982 movie 'Fast Times at Ridgemont High'.


- STAFF -


Designed and programmed by : Ed Logg


- PORTS -


* Consoles :

Atari 2600 (1980)

$end

$info=vpool,
$bio

Video Pool (c) 19??.


- TRIVIA -


This game is a bootleg of "Video Hustler".


This game runs on the "Moon Cresta" hardware.

$end

$info=vidvince,
$bio

Video Vince and the Game Factory (c) 1984 Mylstar Electronics.


- STAFF -


Programmer : Chris Brewer

$end

$info=viewpoin,
$bio

Viewpoint (c) 10/1992 Sammy.

Game ID : 0051


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993.


- STAFF -


Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run

Programmers : S. Kinjo, M. Tani

Sound : Sizla, Masaki Kase, Megumi M.

Polygonizer : N. Yamaguchi

Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico

BG designers : Hiroppi T., K. Nishithuka


- PORTS -


* Consoles :

Sega Mega Drive (1994)

SNK Neo-Geo CD (1995)

Sony PlayStation (1995)


* Computers :

Sharp X68000 (1995)

FM Towns PC

$end

$info=vigilant,vigilntu,vigilntj,
$bio

Vigilante (c) 03/1988 Irem.


Our hero fights an entire gang to save his girlfriend Madonna in this kung-fu game.


- TRIVIA -


Licensed to Data East for US manufacture and distribution (02/1988).


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sega Master System (1989)


* Computers :

Commodore C64 (1989)

Amstrad CPC (1989)

Atari ST (1989)

Commodore Amiga (1989)

Sinclair ZX Spectrum (1989)

$end

$info=vimana,vimanan,vimana1,
$bio

Vimana (c) 1991 Toaplan.

Game ID : TP-019


- TRIVIA -


Licensed to Tecmo for Japanese, to Romstar for US and to Nova Apparate GMBH & Co for Europe.


When you start the game, you'll see two elephants that the ship takes off from. On top of that they closely resemble Hindu drawings from India. The background for this game is based on a thousand's of years old book called the mahabarata that is regarded as a bible (sorta) for millions of Hindu's in India. When you read some of the verses in it you'll find funny descriptions of vehicles that the gods used that closely resemble modern aircraft of today. They are called Vimana's that carry *magical* axes and spears :). The mahabarata also describe what appears to be a technological war with missiles, nukes and huge flying fortresses and something which could be interpreted as radiation poisoning! The ancient Babylonian and Indian civilisations have often been an interesting pool for speculation and creative thinking regarding alien interference on earth in ancient times..


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Music composed by : Toshiaki Tomizawa

$end

$info=vindictr,vindict4,vindict2,vindict1,vindictg,vindicte,vindice4,vindice3,
$bio

Vindicators (c) 04/1988 Atari Games.

Game ID : 136059


- TRIVIA -


1988 was quite a year for Atari and tank games, since they also released "Assault" that very same year.


The Vindicators dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.


- UPDATES -


REVISION 1 :

* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40


REVISION 2 :

* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35


REVISION 3 :

* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49


REVISION 4 :

* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46


- STAFF -


Designed and programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Rusty Dawe (RBD)

Art and animation by : Kris Moser (KEM), Susan G. McBride (SGM)

Audio by : Brad Fuller (BAF), Hal Canon (HAL)


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Sony PlayStation 2 (2003, "Midway Arcade Treasure")

Nintendo Gamecube (2003, "Midway Arcade Treasure")

Microsoft XBOX (2003, "Midway Arcade Treasure")


* Computers :

Sinclair ZX Spectrum (1989)

Amstrad CPC (1989)

Atari ST (1989)

Commodore Amiga (1989)

Commodore C64 (1990)

PC [CD-Rom] (1999, "Arcade's Greatest Hits - The Atari Collection 2")

$end

$info=vindctr2,vindc2r1,vindc2r2,
$bio

Vindicators Part II (c) 05/1989 Atari Games.


- TRIVIA -


This was sold only as a conversion kit for "Gauntlet". About 400 of these kits were made.


Vindicators part II plays identically to "Vindicators" with some exceptions :

* Changes were made to the original weapons.

* No T-shirt contest appears nor are there any contest-related items.

* Only 10 of the 14 original levels are included.


- UPDATES -


REVISION 1 :

* Build date : OS : 30JUN1988 13 :24 :12 / PG : 10AUG1988 13 :24 :45


REVISION 2 :

* Build date : OS : 30JUN1988 13 :24 :12 / PG : 16JAN1989 10 :33 :55


REVISION 3 :

* Build date : OS : 30JUN1988 13 :24 :12 / PG : 31JAN1989 14 :50 :03


- STAFF -


Designed and programmed by : Kelly Turner, Norm Avellar, Rusty Dawe

Art and animation by : Kris Moser, Susan G. McBride

Audio by : Brad Fuller, Hal Canon

$end

$info=viofight,viofighu,
$bio

Violence Fight (c) 1989 Taito.

Game ID : C16


Four street toughs battle each other for prize money in multiple stages.


- TRIVIA -


This game runs on the Taito B System hardware.


- TIPS AND TRICKS -


* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.


- SERIES -


1. Violence Fight (1989)

2. Solitary Fighter (1991)


- STAFF -


Game programmers : Takeshi Ishizashi, Yumi Inoue

Game designer : Yukihiko Sakamoto

PCB designer : Eikichi Takahashi

Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabie

Cabinet designer : Hiroyasu Nagai

Character designers : Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto

$end

$info=viostorm,viostrmj,viostrma,viostrmu,
$bio

Violent Storm (c) 1993 Konami.

Game ID : GX168


Wade, Boris & Kyle's best friend, the lovely Sheena, is kidnapped in front of their eyes! So they venture into the hippie filled streets to maul anyone that gets in their way of rescuing her. Features awesome color-filled graphics, a kickin' vocal soundtrack and cool sound effects, lots of vicious moves (especially those from Boris!!!), a great sense of humor & plenty of great looking enemies & bosses. Break out fighting, everybody come on!!! :)


- TRIVIA -


This game runs on a "Mystic Warriors" based hardware.


The 4 stage boss is actually disguised as a Power Loader seen in the 'Aliens' movie and the Konami title of the same name!


At the middle of the last stage, two cabinets of "Penta" and "Scramble" make an appearance (Note that "Penta" is originally a bootleg of "Pengo" :).


King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994.


- TIPS AND TRICKS -


* Some Tips : Keep an eye out for unusual weapons, smash the light bulbs in the 2nd stage to temporary blind your enemies! Also grab the piggies in this stage and they turn into footballs that you can use as proyectiles! (Now you know where the term 'pigskin' comes from!) :)


- SERIES -


1. Crime Fighters (1989)

2. Vendetta (1991)

3. Violent Storm (1993)


- STAFF -


Progammers : Hirotako, N-Man, AI UEO, On The Hill

Character designers : Monmo 29, Yoh, Kenny.N, Tori.Tori, Kanban Musume, Chupper Maki

Sound : Prophet Fuka, Everybody, Kishimaro

Violent Storm's special Singers : Jeffrey, Junko, Mayumi

Hardware : W. Yuusaku

Hardware adviser : Dendou K.

Package : Vio.N

Director : Monmo 29

Producer : Masa 32

$end

$info=vipclub,
$bio

VIP Club - Maru-hi Ippatsu Kaihou (c) 03/1988 Daiichi Denshi.


Mahjong with girls who are hooked on oranges!

Controlled with a mahjong control panel.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Secret Ippatsu Thrown Open'.


The [amuse] version of this game is known as "Orange Club - Maru-hi Kagai Jugyou".

$end

$info=viper,
$bio

Viper (c) 04/1988 Leland.


- SERIES -


1. Danger Zone (1986)

2. Viper (1988)

$end

$info=viperp1,viperp1o,
$bio

Viper Phase 1 (c) 1995 Seibu Kaihatsu.


A spin-off of the "Raiden" series.

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the Seibu SPI Hardware.

$end

$info=vcop,
$bio

Virtua Cop (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega Model 2 hardware. Virtua Cop serves 300,000 polygons per second.


Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating

all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.


- SERIES -


1. Virtua Cop (1994)

2. Virtua Cop 2 (1995)

3. Virtua Cop 3 (2003)


- PORTS -


* Consoles :

Sega Saturn (1995)

Sony PlayStation 2 (2002, "Virtua Cop Re-Birth")


* Computers :

PC (1997)

$end

$info=vcop2,
$bio

Virtua Cop 2 (c) 1995 Sega.


- SERIES -


1. Virtua Cop (1994)

2. Virtua Cop 2 (1995)

3. Virtua Cop 3 (2003)


- PORTS -


* Consoles :

Sega Saturn (1996)

Sega Dreamcast (2000)

Sony PlayStation 2 (2002, "Virtua Cop Re-Birth")


* Computers :

PC [Windows 9x,CD-ROM] (1997)

$end

$info=vf1,
$bio

Virtua Fighter (c) 1993 Sega.


- TRIVIA -


This game runs on the Sega Model 1 hardware.


Virtua Fighter (or VF for short) serves 180,000 polygons per second. This is the first 3D polygonal one-on-one fighting game. This game defined its genre just like "Street Fighter II - The World Warrior" defined the 2D one-on-one fighting game genre. The difference between their achievement is that Virtua Fighter was the first game of its kind, while Street Fighter II wasn't.


- TIPS AND TRICKS -


* Play As Dural : First, you must beat the computer Dural and have 2 games worth of credits in the machine ready to go. After beating the game, have one player press Start and pick a character. As soon as that character finishes smiling, but before the game actually starts, player 2 should press Start to interrupt the process. If your timing is perfect, and the stars are perfectly aligned, and you've been a good boy or girl, player 2 may come in as Dural.


* See Credits : You can get the credits of the programmers to come up on the screen by holding down a Start button during the demo. When it comes to the standard  demo w/ Sarah kicking Kage, the credits will come up. Keep holding the Start button to keep the credits coming or else they will freeze.


* Kage's Face Mask : It seems that after about 3,000 plays, the mask on Kage falls off instead of just his headband. You can see his teeth and a scar on his cheek.


- SERIES -


1. Virtua Fighter (1993)

2. Virtua Fighter 2 (1995)

3. Virtua Fighter Remix (1995)

4. Virtua Fighter Kids (1996)

5. Virtua Fighter 3 (1997)

6. Virtua Fighter 3 - Team Battle (1998)

7. Virtua Fighter 4 (2001)


- STAFF -


Coordinator & Main designer : Seiichi Ishii

Main programmer : Toru Ikebuchi

Programmers : Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku

Designers : Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima

Program supports : Keiji Okayasu, Hiroaki Shoji

Music composer : Takayuki Nakamura

Planning support : Manabu Tsukamoto

Producer & Director : Yu Suzuki


- PORTS -


* Consoles :

Sega Saturn (1994)

Sega 32x (1995)


* Computers :

PC [Windows 9x,CD-ROM] (1996)

$end

$info=vf2,vf2,vf2b,vf2o,
$bio

Virtua Fighter 2 (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2A hardware.


Virtua Fighter 2 (or VF2 for short) was a technical knownout for its time with 300,000 polygons per second. Two times faster than "Virtua Fighter".


- SERIES -


1. Virtua Fighter (1993)

2. Virtua Fighter 2 (1995)

3. Virtua Fighter Remix (1995)

4. Virtua Fighter Kids (1996)

5. Virtua Fighter 3 (1997)

6. Virtua Fighter 3 - Team Battle (1998)

7. Virtua Fighter 4 (2001)


- PORTS -


* Consoles :

Sega Saturn (1995)

Sega Mega Drive (1996)

Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 16 : Virtua Fighter 2")


* Computers:

PC [Windows 9x,CD-ROM] (1997)

$end

$info=vfkids,
$bio

Virtua Fighter Kids (c) 1996 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Virtua Fighter (1993)

2. Virtua Fighter 2 (1995)

3. Virtua Fighter Remix (1995)

4. Virtua Fighter Kids (1996)

5. Virtua Fighter 3 (1997)

6. Virtua Fighter 3 - Team Battle (1998)

7. Virtua Fighter 4 (2001)


- STAFF -


Director : Makoto Osaki

Main program & Programming direction : Takayuki Yamaguchi

Scroll & Console program : Takashi Isowaki

Texture & Animation program : Takeshi Matsuda

Command & Test mode program : Shinji Ohshima

Enemy & Effect program : Norihiro Sekine

Motion program : Hiroaki Shoji

Character design & Design direction : Masataka Aochi

Stage & Scroll design : Ryoya Yui

Stage & Effect design : Saori Nishikawa

Stage & Title design : Masumi Uchida

Sound compose : Kazuhiko Kouchi

Publicity : Koji Umeda

Producer : Yu Suzuki


- PORTS -


* Consoles :

Sega Saturn (1996)

$end

$info=vfremix,
$bio

Virtua Fighter Remix (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Virtua Fighter (1993)

2. Virtua Fighter 2 (1995)

3. Virtua Fighter Remix (1995)

4. Virtua Fighter Kids (1996)

5. Virtua Fighter 3 (1997)

6. Virtua Fighter 3 - Team Battle (1998)

7. Virtua Fighter 4 (2001)


- PORTS -


* Consoles :

Sega Saturn (1995)

$end

$info=vstriker,vstrikra,
$bio

Virtua Striker (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega Model 2B hardware.


Virtua Striker is the first 3D CG socer game, bringing extreme competition to the arcades market. Using the same architecture as "Virtua Fighter 2", Virtua Striker creates astonishingly smooth and detailed character movements.


- SERIES -


1. Virtua Striker (1994)

2. Virtua Striker 2 (1997)

3. Virtua Striker 2 version '98 (1998)

4. Virtua Striker 2 version '99 (1999)

5. Virtua Striker 2 ver. 2000 (2000)

6. Virtua Striker 3 (2001)

7. Virtua Striker 2002 (2002)

$end

$info=vbowl,
$bio

Virtual Bowling (c) 199? IGS.

$end

$info=vmahjong,
$bio

Virtual Mahjong (c) 1997 Micronet.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Virtual Mahjong (1997)

2. Virtual Mahjong 2 - My Fair Lady (1998)

$end

$info=myfairld,
$bio

Virtual Mahjong 2 - My Fair Lady (c) 1998 Micronet.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- SERIES -


1. Virtual Mahjong (1997)

2. Virtual Mahjong 2 - My Fair Lady (1998)

$end

$info=von,vonusa,
$bio

Virtual On - Cyber Troopers (c) 1995 Sega.


- TRIVIA -


This game runs on the Sega Model 2B hardware.


Toshiba EMI / Yumex released a limited-edition soundtrack album for this game (Cyber Troopers Virtual-On Official Sound Data - TYCY-5486) on 29/05/1996.


- SERIES -


1. Virtual On - Cyber Troopers (1995)

2. Virtual On 2 - Oratorio Tanagram (1998)

3. 4 Force - Cyber Troopers Virtual On (2001)

4. Dennou Senki Virtual-On Marz (2003, Sony PlayStation 2)


- PORTS -


* Consoles :

Sega Saturn (1996)


* Computers :

PC [Windows 9x, CD-ROM] (1997)

$end

$info=volfied,volfiedu,volfiedj,
$bio

Volfied (c) 1989 Taito.

Game ID : C04


- STAFF -


Game designer : Fukio Mitsuji (MTJ)

Software : Kobayashi (Y.K), TKN, DKI

Character designers : Hitsuji (HTJ), Taira Sanuki (T.S), Genya Kuriki (KRK), Iwabuchi (IWB), TEC Team, V.P Team

Sound : Hisayoshi Ogura (OGR)

Hardware : Ohara (OHR)

Instraction : Hiroyasu Nagai (NGI)


- PORTS -


* Consoles :

NEC PC Engine (1989)

FM Towns Marty


* Computers :

Commodore C64 (1991)

Sinclair ZX Spectrum (1991)

Amstrad CPC (1991)

Commodore Amiga (1991)

Atari ST (1991)

PC-Compatible [MS-DOS, 5.25''] (1991)

$end

$info=gowcaizr,
$bio

Voltage Fighter Gowcaizer (c) 09/1995 Technos.

Game ID : 0094


A fighter based on the anime of the same name featuring ten characters and the ability to learn special moves from defeated characters.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Choujin Gakuen Gowcaizer" (literally : Superman School Gowcaizer).


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Starring the voice talents of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami

Project leader : Teruo Ichimura

Director and writer : Kengo Asai

Character designer : Masami Oobari (Studio G-1)

Character art director : Hideki Nakazawa

Title designer : Seiji Tanda

Assistant director : Junichi Arai, Norihiro Sawada

Character action designers and arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada

Enemy algorithm staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa

Programming director : Nobuyuki Nakane

Programming crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori

Music composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura

Music data entry and sound effects : Kennosuke Suemura

Graphic artwork crew : Kouji Ogata, Masamiti Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Kouji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, takahide Koizumi, Atushi Ikeda, (c)J.C. Staff, (c)Winz, (c)Y.Y,B


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=vblokbrk,
$bio

VS Block Breaker (c) 1997 Kaneko / Mediaworks.


Breakout featuring a jumping character and hilarious graphics.

Controlled with a 2-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Saru Kani Hamu Zou - Taisen Block Kuzushi".


This game runs on the Kaneko Super Nova System hardware.

$end

$info=vsgongf,
$bio

VS Gong Fight (c) 1984 Kaneko.

Game ID : KN-002


- TRIVIA -


This game is also known as "Ring Fighter".

$end

$info=ryouran,
$bio

VS Mahjong Otome Ryouran (c) 1998 Electro Design.


A joystick-controlled mahjong game with selectable characters and anime sequences.


- TRIVIA -


The title of this game translates from Japanese as 'VS Mahjong Blooming Virgins'.


This game runs on the Kaneko Super Nova System hardware.

$end

$info=rbibb,rbibba,
$bio

Vs. Atari RBI Baseball (c) 1987 Namco / Atari Games.


- TRIVIA -


Licensed to Nintendo.

$end

$info=balonfgt,
$bio

Vs. Balloon Fight (c) 09/1984 Nintendo.


- STAFF -


Musics by : Hirokazu Tanaka

$end

$info=vsbball,vsbballj,vsbbalja,vsbbaljb,
$bio

Vs. Baseball (c) 10/1984 Nintendo.

$end

$info=btlecity,
$bio

Vs. Battle City (c) 1985 Namco.


- SERIES -


1. Tank Battalion (1980)

2. Vs. Battle City (1985)

3. Tank Force (1991)


- TRIVIA -


Licensed to Nintendo.

$end

$info=cstlevna,
$bio

Vs. Castlevania (c) 1987 Konami.


- TRIVIA -


Licensed to Nintendo.


- STAFF -


Directed b :y Trans Fishers

Screenplay by : Bram Stoker

Music by : James Banana

$end

$info=cluclu,
$bio

Vs. Clu Clu Land (c) 1984 Nintendo.


The game takes place in the underwater kingdom of Clu Clu Land. There's this mean Sea Urchin who steals all the gold bars (which looks remarkably like Rupees from Zelda) In each of the levels, you play this Lolo-type person, who just floats through each screen. The character's actual name is 'Bubbles' (but he is known as 'Gloopy' in the Japanese version, and he is actually a 'she'). To change your direction, instead of pushing a direction on the controller, you need to grab poles and steer yourself to where you need to go. Anytime you run over a hidden gold bar, it appears. Run over enough of them, and a picture develops (this is predetermined in each level). The sea urchins will try to stop you, but you can stun them and run them into the wall. Just don't fall into the pits that spawns urchins. That's it. Just finds all of the invisible gold bars and you've completed it all. Next level. The graphics are very plain. There's no scrolling, and the setting only changes slightly with each level. The sounds are alright. There's bouncy music throughout the game, and it's basically the only song you'll hear (other than the stage complete tune).

$end

$info=drmario,
$bio

Vs. Dr. Mario (c) 10/1990 Nintendo.


The object of the game is to help Dr. Mario destroy the most sickening bunch of viruses around. These miserable germs can only be destroyed by lining up the appropriate combinations of vitamins as they fall. And Dr. Mario is relying on your players to help him get the job done! This game isn't just fun. It's contagious. That's why players of all ages keep coming back to Dr. Mario for another dose.


- TRIVIA -


Dr. Mario was the last game released on the Vs. hardware.


- STAFF -


Music by : Hirokazu Tanaka

$end

$info=duckhunt,
$bio

Vs. Duck Hunt (c) 03/1985 Nintendo.


- TRIVIA -


The arcade version of Duck Hunt was almost identical to the version later made for the Nintendo Famicom. The main difference was that the 'Skeet Shoot' round was a bonus game instead of an alternate play option (actually there were not any player selectable options at all).

$end

$info=excitebk,excitbkj,
$bio

Vs. Excitebike (c) 1984 Nintendo.

$end

$info=vsfdf,
$bio

Vs. Freedom Force (c) 1988 Konami.

$end

$info=vsgradus,
$bio

Vs. Gradius (c) 12/1986 Konami.


- TRIVIA -


Licensed to Nintendo.

$end

$info=vsgshoe,
$bio

Vs. Gumshoe (c) 1986 Nintendo.

$end

$info=hogalley,
$bio

Vs. Hogan's Alley (c) 03/1985 Nintendo.

$end

$info=iceclimb,iceclmbj,
$bio

Vs. Ice Climber (c) 1984 Nintendo.


You are an Eskimo who wants to climb mountains. You can jump and break the ice, or splat monsters with a handily provided hammer. Bad weather will hamper your progress through 20 different scenarios. A fun platform game in 2 player mode, but pretty unimpressive in 1 player mode.

$end

$info=iceclmrj,
$bio

Vs. Ice Climber Dual (c) 1984 Nintendo.

$end

$info=machridr,machridj,
$bio

Vs. Mach Rider (c) 1985 Nintendo.


- TRIVIA -


Super Smash Bros. Melee (Nintendo Gamecube) has a remix medley of the Mach Rider soundtrack.


- UPDATES -


On the Fighting Course version, you travel across 10 sectors, and try to avoid being destroyed by obstacles and enemies.


In Endurance Course version, you race a certain amount of miles within a time limit while enemies get in your way and try to throw you off course.

$end

$info=vsmahjng,
$bio

Vs. Mahjang (c) 1984 Nintendo.


Two-player multi-screen Nintendo mahjong!

Controlled with a mahjong control panel.

$end

$info=mightybj,
$bio

Vs. Mighty Bomb Jack (c) 1986 Tecmo.


- SERIES -


1. Bomb Jack (1984)

2. Bomb Jack II (1986, Commodore C64)

3. Vs. Mighty Bomb Jack (1986)

4. Bomb Jack Twin (1993)

$end

$info=jajamaru,
$bio

Vs. Ninja Jajamaru-Kun (c) 1985 Jaleco.


- TRIVIA -


The princess is called 'Sakura'.


- SERIES -


1. Ninjakun Majou no Bouken (1984)

2. Vs. Ninja Jajamaru-kun (1985)

3. Ninja-Kid II (1987)

$end

$info=vspinbal,vspinblj,
$bio

Vs. Pinball (c) 11/1984 Nintendo.

$end

$info=platoon,
$bio

Vs. Platoon (c) 1988 Sunsoft.


- TRIVIA -


Licensed to Nintendo.

$end

$info=bnglngby,
$bio

Vs. Raid on Bungeling Bay (c) 1985 Nintendo / Broderbund Software.


- TRIVIA -


Raid on Bungeling Bay was the first Will Wright game (the author of the succesfull video game "The Sims").


- STAFF -


Designed by : Will Wright

$end

$info=vsslalom,
$bio

Vs. Slalom (c) 11/1986 Rare.


- TRIVIA -


Licensed to Nintendo.

$end

$info=vssoccer,
$bio

Vs. Soccer (c) 1985 Nintendo.


- STAFF -


Sound : Koji Kondo

$end

$info=starlstr,
$bio

Vs. Star Luster (c) 1985 Namco.


- TRIVIA -


Licensed to Nintendo.


- STAFF -


Sound : Hiroyuki Kawada

$end

$info=smgolf,smgolfj,smgolfb,ladygolf,
$bio

Vs. Stroke and Match Golf (c) 11/1984 Nintendo.


- TRIVIA -


Both 'Man' and 'Lady' version exist.


- STAFF -


Sound : Koji Kondo

$end

$info=suprmrio,
$bio

Vs. Super Mario Bros. (c) 04/1986 Nintendo.


Classic and cult horizontal platform game featuring the Nintendo mascot Mario who must save princess Toadstool (Princess Peach in Japan) from Bowser (Koopa in Japan).


- TRIVIA -


Basically, this is the arcade port of the Nintendo Famicom "Super Mario Bros." but see the 'Updates' section :).


Vs. Super Mario Bros. is most common in a converted "Donkey Kong" or "Donkey Kong Junior" cabinet (this game was only available as a kit, there were no dedicated cabinets made). Actually, any copy of this game that is not in a converted Donkey Kong series cabinet is incorrect (as the Vs. kit was only designed for those cabinets). Nintendo designed a special small joystick for their Vs. Unisystem games (allowing a 2 player setup on the tiny Donkey Kong control panel). Other difference between this title and most standard games was audio that was processed in the monitor (although this was the same as most other early Nintendo titles). One other notable thing about this title is that either joystick will control either player (most Vs. titles were like this), making it rather pointless to have 2 sticks in the first place.


- UPDATES -


There are slight differences between the arcade version Vs. Super Mario Bros. and the Playchoice-10 version of Super Mario Bros. :

* Item placement in the '?' and hidden blocks differs slightly, so if you're used to the Playchoice-10 version you may find a few different and unexpected items in certain familiar places.

* Parts of levels were also changed slightly, too, the most noticeable being a gap in the ceiling bricks on the way to the Warp Zone in World 1-2.

* This seems to make the World -1 trick impossible to do on Vs. Super Mario Bros., as it involved the use of these removed bricks.

* More enemies added in most levels

* Bug fixes / preventions.


- TIPS AND TRICKS -


* Increase The Number Of Marios By 100 Or More : There is a way of increasing the number of Marios by more than 100. At the end of World 3-1, when Koopa Troopa comes on the block stairway just before the flagpole... and reaches the lowest step, jump on him to make him stop moving.


* The 999 Timer Bonus Trick : This one can be done on any of the -4 Worlds. It is most difficult to achieve on World 6-4 and World 7-4. What you do is try to end the level with the timer at 000, and the machine will act as though you have 1000 units of time instead of 0. It will drop to 999 and count down to 000 from there and award points for each unit of time. Simply jump to the axe as the timer goes from 002 to 001 and you should finish the screen with the timer at 000 and get the maximum bonus.


- STAFF -


Designed by video game legend : Shigeru Miyamoto

Music & sound by : Koji Kondo

$end

$info=vsskykid,
$bio

Vs. Super SkyKid (c) 1986 Namco.


- TRIVIA -


Licensed to Nintendo.

$end

$info=supxevs,
$bio

Vs. Super Xevious (c) 1986 Namco.

$end

$info=tkoboxng,
$bio

Vs. T.K.O. Boxing (c) 11/1987 Namco.


- TRIVIA -


Licensed to Nintendo.

$end

$info=vstennis,vstennij,
$bio

Vs. Tennis (c) 02/1984 Nintendo.


Single or doubles tennis against human or computer players. Match is best of 3 sets. Game operates on both single and dual monitor cabinets.


- TRIVIA -


This game was designed for the dual-monitor cabinet so that opposing players had their own monitor.

$end

$info=vstetris,
$bio

Vs. Tetris (c) 1988 Atari Games.


- TRIVIA -


Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.


Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :

* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.

* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.

* The 'T' - A row of three blocks with one added below the center.

* The 'L' - A row of three blocks with one added below the left side.

* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').

* The 'S' - Bent trimino with block placed on outside of clockwise side.

* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').


Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realise that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.


Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.

$end

$info=goonies,
$bio

Vs. The Goonies (c) 12/1986 Konami.


You're a young boy, in a dungeon, who needs to rescue his friend and collect all the keys before escaping to the next level. This is a very enjoyable platformer, with enough of a challenge to ensure you'll want to come back and play again.


- TRIVIA -


Licensed to Nintendo.

$end

$info=topgun,
$bio

Vs. Top Gun (c) 1987 Konami.

$end

$info=wrecking,
$bio

Vs. Wrecking Crew (c) 09/1984 Nintendo.


- STAFF -


Sound : Hirokazu Tanaka

$end

$info=vulcan,
$bio

Vulcan Venture (c) 03/1988 Konami.

Game ID : GX785


- TRIVIA -


This game is known in Japan as "Gradius II - GOFER no Yabou".


This game runs on the Konami Twin 16 hardware.


Apollon released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988.


- UPDATES -


The main differences between Vulcan Venture and "Gradius II - GOFER no Yabou" are :

* Different title screen.

* Multiple is called Option in "Gradius II - GOFER no Yabou".

* No continue available in "Gradius II - GOFER no Yabou".

* Pulse Laser is called Ripple Laser in "Gradius II - GOFER no Yabou".


- SERIES -


1. Nemesis (1985)

2. Gradius 2 (1987, MSX)

3. Vulcan Venture (1988)

4. Nemesis 3 : The Eve of Destruction (1988, MSX)

5. Gradius III (1989)

6. Nemesis '90 Kai (1993, Sharp X68000)

7. Solar Assault - Gradius (1997)

8. Solar Assault - Revisited (1997)

9. Gradius IV - Fukkatsu (1999)

10. Gradius V (2003, Sony PlayStation 2)


- STAFF -


Game programmers : T. Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii

Graphic designers : Miki Yoshikata, H. Ashida, M. Iwamoto, A. Nonami, Kuniaki Kakuwa

Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami

Engineer : K. Hashima

Title designers : F. Shinuya, J. Tanaka

$end

$info=vulgus,vulgusj,vulgus2,
$bio

Vulgus (c) 05/1984 Capcom.


Vulgus is pretty simple. You just pilot a spaceship and blast countless enemies. That is what is fun about this game. There is nothing complicated, just pure blasting. You only have two weapons, your blaster, and a limited supply of bombs. This title uses the time honored top-down vertically scrolling format. The background moves eternally forward, but you can move all around the screen, and can make the screen scroll both left and right. Your enemies consist of an assortment of fairly realistic looking spacecraft, some of which have a distinctive 'insectoid' look to them. This game is endless and it doesn't seem to have a level format. You just move forward and shoot. The backgrounds will change from time to time from planetary surfaces to space scenes and eventually they will start repeating once you blast this particularly large alien formation.


- TRIVIA -


Vulgus is the first game produced by Capcom. Capcom, a name derived from 'Capsule' and 'Computer'. Kenzo Tsujimoto established the company in Japan as a manufacturer and distributor of electronic games machines.


In space shuttle terminology, CAPCOM also stands for 'Capsule Communications'.They are responsible for most of the talking to the shuttle during the missions. They relay all the messages to and from the shuttle. It's a very important, very stressful position in the space flight system.


Vulgus was only available as a conversion kit from SNK (or Capcom in Japan). The marquee to this title was red and it had a strange blue 'Vulgus' logo that had red veins running through it.


The game's code ran on a 2 PCB set that did not conform to any of the usual arcade wiring standards. The boards themselves were pretty much unmarked. The hardware was a dual Z80 architecture, and it used two AY-8910 sound chips.


- UPDATES -


The US version's high score table allowed three initials to be entered. The Japanese version allowed ten letters to be entered.


- STAFF -


Staff : T. Toyohara, M. Kimura, Y. Morita, A. Fukada, S. Okada


- PORTS -


* Consoles :

Sony PlayStation (1998, "Capcom Generation 3")

Sega Saturn (1998, "Capcom Generation 3")

$end

$info=wacko,
$bio

Wacko (c) 1982 Bally Midway.


The game is a colorful single screen shooter, with excellent graphics for the time. You maneuver 'Kapt'n Krooz'r' around the screen in his spaceship. The terrain is an orange moon scene, various cartoonish monsters dot the landscape. You must blast the monsters in pairs to make them vanish. Later levels introduce even more complex rules as to what can be shot. You control your ship with the trackball, while using the joystick to aim and shoot. The controls feel natural with a little practice, but the game quickly becomes very difficult on the higher levels.


- TRIVIA -


The game originally had a wizard shooting at cute animals but Bally/Midway execs thought it was too cute and needed an edge. Monsters were designed by Scott and put in instead, plus Bally/Midway also called him at the last minute to replace the wizard with the little green alien from Kozmik Kooz'r. The slanted cabinet was an idea by Marvin Glass which required the trak-balls to be installed upside down to work properly.


This game runs on the Bally Midway MCR 2 hardware.


This title takes the prize for having the strangest dedicated cabinet ever made The Wacko cabinet is sloped, both the control panel, and the marquee are set at an angle. The right side of each being about three inches lower than the left side. This means that the joystick and trackball are both at an angle. This is the only machine ever made to feature a sloped control panel (a distinction which it will probably keep for a long time).


- STAFF -


Designed and programmed by : Steve Meyer

Graphics by : Scott Morrison


- PORTS -


* Consoles :

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=arcadia,
$bio

Waga Seishun no Arcadia (c) 1982 Sigma Enterprises.


- TRIVIA -


The title of this game translates from Japanese as 'Arcadia of My Youth'.


This game is known outside Japan as "New York New York".


Waga Seishun no Arcadia is based on the animated movie of the same name. The guy standing in the background of this game is Space Pirate Captain Harlock, the protagonist of the movie. Arcadia is the name of his ship. Starting before this movie and into the present day, Harlock is featured in a number of comic books, TV series and movies.


- UPDATES -


Differences between "Arcadia' and 'NY, NY' :

* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.

* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings.

* Also, the words 'New York' have been replaced by 'Arcadia' in the demo.

* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.

* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie.

* There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).

* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.

* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.

$end

$info=mj4simai,
$bio

Wakakusa Monogatari Mahjong Yonshimai (c) 1996 Maboroshi Ware.


Anime-style mahjong game with lovely female opponents and bonus games.

Controlled with a mahjong control panel.


- TRIVIA -


The title of this game translates from Japanese as 'Young Grass Mahjong Story - Four Sisters'. 'Wakakusa Monogatari' is also the Japanese title of the Louisa May Alcott novel 'Little Women', of which this mahjong game is *very* loosely based upon.

$end

$info=wakuwak7,
$bio

Waku Waku 7 (c) 11/1996 Sunsoft.

Game ID : 0225


A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


'Waku Waku' is Japanese onomatopoiea for sounds of excitement.


This game runs on the SNK Neo-Geo MVS hardware.


The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior".


- TIPS AND TRICKS -


* Reverse Title : Accumulate 7 credits and the title will be reversed (77 too).


* Alternate Costume Colors : Press B, C, or D when selecting a fighter on the character selection screen.


* Choose Black Color : On character selection screen, press Down+A+B+C+D simultaneously.


* Change Winning Mark : On character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal.


* Change CPU Character Color : On character selection screen, press Upperright+Start+A simultaneously.


* Widescreen Mode : On character selection screen, press Right+Start+C simultaneously.


* Arina Stage Song Lyrics : When fighting Arina, before 'Round 1' appears, press Start, then A+D.


- STAFF -


Programmers : Yuichi Ueda, Shige. YTM. Inaba

Graphic designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe

Sound composers : Kazuo Nii, Noriaki Urata

Music composers : Masato Araikawa

Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka

Voice actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi,Naho Hattori, Yukitoshi Hirano

Music coordinators : Atsushi Mihiro, Hideo Zaitsu

Director : Yuichi Ueda


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=wallc,
$bio

Wall Crash (c) 1984 Midcoin.


- TRIVIA -


Midcoin was founded by Bruno De Georgio (Ex Felaco) in Naples (Italy).


- STAFF -


Programmed by : Bruno De Georgio

$end

$info=wallst,
$bio

Wall Street (c) 1982 Century Electronics.

$end

$info=wanted,
$bio

Wanted (c) 1984 Sigma Enterprises.


- PORTS -


* Consoles :

Sega Master System (1989)

$end

$info=wargods,
$bio

War Gods (c) 1996 Midway.


Ten mystical characters battle for dominance in a 3-D environment.


- TRIVIA -


This game runs on the Midway V Unit hardware but this is the only game on this hardware to use a hard-disk (401 megabyte).


War Gods was the first truly 3D fighting game to include the Digital Skin Technology that eliminates polygon look.


- PORTS -


* Consoles :

Sony PlayStation (1997)

Nintendo 64 (1997)


* Computers :

PC [Windows 95] (1997)

$end

$info=wrofaero,
$bio

War of Aero - Project MEIOU (c) 1993 Yang Cheng Electronic.

Game ID : 93111A


- STAFF -


Programmer : J. Ichikawa

Graphci designers : Y. Sugimoto, H. Kanemaru

Character designers : J. Ichikawa, H. Kanemaru

Sound programmer : H. Yamanaka

Sound : Y. Ogawa, H. Shiomi

Director : J. Ichikawa

$end

$info=warofbug,
$bio

War of the Bugs or Monsterous Manouvers in a Mushroom Maze (c) 1981 Armenia / Food and Fun.


Very interesting game. Play "Centipede" in a "Galaxian" environment :).

$end

$info=wotw,wotwc,
$bio

War of the Worlds (c) 1981 Cinematronics.


This is one great looking game. You control a little tank that can move back and forth at the bottom of the screen, your enemies are martian walkers that advance on your position. Each martian takes several hits to destroy, as you are actually blasting their legs out from under them. You can protect yourself from their shots by using your shield button, but use it sparingly, as you only have a limited amount of shield time.


- TRIVIA -


War of the Worlds (or WOTW for shorts) is based on the HG Wells science-fiction classic.


WOTW was one of the last vector games Cinematronics created. This game was meant to be a 3-D vector version of "Space Invaders" but was never released due to it testing badly at the 1982 AMOA show. Less than 10 were made. They were all sold to distributors and sold at trade shows. The game did not generate enough interest to be put into production. The reason this game never went into wide production was twofold. The first reason was that it was simply too easy. Games that are too easy don't make a lot of money. The second reason was that the hardware simply wasn't good enough to run the game, it lagged a bit from time to time, and arcade games are not supposed to lag.


One interesting note is that the game was originally made with the B+W X-Y monitors, but a couple years later, it was resurrected with a color monitor around the time of "Solar Quest". Only one or two where made this way, and it is doubtful that they still exist.


The 'War of the Worlds' conversion kit came with a red and yellow marquee that had a fairly simple game logo on it. The monitor bezel showed the curved surface of an orange planet, along with some generic outer space stuff. The control panel has graphics showing a ruined city, and the legs of several giant martian walkers. The controls are all pushbuttons, no joysticks or anything like that at all. The game came with a plastic monitor overlay meant to give color to the black and white monitor, it made the upper and lower areas red, while the center area was yellow (it also had a hand drawn city scene way in the background).


- STAFF -


Designed and programmed by : Tim Skelly, Rob Patton

$end

$info=wardner,
$bio

Wardner (c) 12/1987 Taito.

Game ID : TP-009


Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans.

Use the 8-way joystick to move away from the enemies and destroy them with your magic flame thrower (left button) or quickly jump (right button) away from their brutal attacks.


- TRIVIA -


This game is known in Japan as "Wardner no Mori" and in US as "Pyros".


Toaplan releases a limitd-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- STAFF -


Music composed by : Ree Ohta


- PORTS -


* Consoles :

Sega Mega Drive (1991)

Famicom Disk System

$end

$info=wardnerj,
$bio

Wardner no Mori (c) 12/1987 Toaplan.

Game ID : TP-009


Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans.

Use the 8-way joystick to move away from the enemies and destroy them with your magic flame thrower (left button) or quickly jump (right button) away from their brutal attacks.


- TRIVIA -


The title of this game translates from Japanese as 'Wardner's Forest'.


Licensed to Taito for manufacture and distribution.


This game is known outside Japan as "Wardner" and in US as "Pyros".


Toaplan releases a limitd-edition soundtrack record for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.


- STAFF -


Music composed by : Ree Ohta

$end

$info=warlords,
$bio

Warlords (c) 04/1980 Atari.

Game ID : 037153-037159


- TRIVIA -


This game runs on the "Centipede" hardware.


A prototype version of this game is known under the name of "Castles & Kings".


Approximately 1,000 upright and 1,250 cocktail units were produced.


- STAFF -


Designed and programmed by : Greg Rivera, Norm Avalar


- PORTS -


* Consoles :

Atari 2600 (1981)

Sony PlayStation (2001, "Atari Anniversary Edition Redux")

Sega Dreamcast (2001, "Atari Anniversary Edition")


* Computers :

PC [CD-Rom] (2000, "Atari Arcade hits 2")

PC [CD-Rom] (2001, "Atari Anniversary Edition")

PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!")

$end

$info=warpwarp,
$bio

Warp & Warp (c) 07/1981 Namco.


- TRIVIA -


This game is known in US as "Warp Warp" (licensed to Rock-ola 08/1981).


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).

'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.


- PORTS -


* Computers :

MSX

$end

$info=warpwarr,warpwar2,
$bio

Warp Warp (c) 08/1981 Rock-ola.


- TRIVIA -


This game is known outside US as "Warp & Warp".


- UPDATES -


The only difference between the new and the old version is the copyright string on the first screen (when the scores are displayed) :

* New version (set1) : '(c) 1981 ROCK-OLA MFG.CORP.'

* Old version (set2) : '(c) 1981 ROCK-OLA MFG.CO.'


- TIPS AND TRICKS -


* Easter Egg :

1) Enter service mode.

2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).

'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.


- PORTS -


* Computers :

MSX (1984)

$end

$info=warrior,
$bio

Warrior (c) 10/1979 Vectorbeam.


Two vector knights battle each other in an overhead death pit.


- TRIVIA -


Warrior was the first one-on-one fighting game.


Back in the 1970s a few arcade distributors still held on to the exclusivity rules that were a holdover from the older pinball days. Because of this many arcade game manufacturers had several different names. Atari was also 'Kee' and 'Horror Games'. While 'Sega' was also known as 'Gremlin'. Many people think that Vectorbeam and Cinematronics were the same way. But that wasn't how it really worked with them. Vectorbeam was originally an independent company. They had purchased several titles from Cinematronics in the past, but were a totally different company. But in 1978 Cinematronics bought Vectorbeam so they could have their patents. They promptly released Warrior under the Vectorbeam name, and then shut the company down soon after.


It was a very rare game. There was only one way to buy this game, and that was in a dedicated cabinet, and only upright versions were available (and this was one heavy game, weighing in at 280 lbs). This particular title had white sides with sticker style sideart of two Knights crossing swords while a sinister castle loomed above them. The marquee, monitor bezel, and control panel all had graphics of swords and energy beams. There were tow joysticks on the control panel, and they were of a very sturdy design, and were probably the only thing on a Warrior machine that wasn't bound to fail in a few years.


The game used a rather complicated display system that included a 19'' black and white vector monitor, a half-silvered mirror, and a detailed plastic display of the game background. Those items all came together to make it look like the action was happening directly on the picture of the background, instead of on the monitor itself. 


- STAFF -


Designed and programmed by : Tim Skelly

$end

$info=warriorb,
$bio

Warrior Blade - Rastan Saga Episode III (c) 1991 Taito.

Game ID : D24


- SERIES -


1. Rastan Saga (1987)

2. Rastan Saga II (1988)

3. Warrior Blade - Rastan Saga Episode III (1991)


- STAFF -


Game design director : PPR. Kaito

Software programmers : Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda

Character graphics designers : Fujita Makoto, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, Kohzoh Igarashi, Y. Kikuchi

All music composed and arrenged by : Masahiko Takaki (Zuntata)

Sound effects and data programmers : Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata)

Hardware system engineers : T. Ohhara, Toshiyuki Sanada, Yahachi Don Masao

Electric harness : Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki

Cabinet designers : Jyun Nishiyama, Koji Enomoto, Kazu Tabuchi, I. Yama

Cabinet decoration : Hiroyasu Nagai (Excellent Nagai), Y. Aiura, Kyoko Umezu

P.C.B. inspector : Fumio Takeda

Produced by : PPR.Kaito

Project cooperation : Fujiwaran X, Sakou Menme

$end

$info=wof,wofu,
$bio

Warriors of Fate (c) 10/1992 Capcom.


Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way! Based on the Three Kingdoms saga.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and in Asia as "Sangokushi II".


This game runs on the Capcom Play System hardware (CPS).


The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.


- UPDATES -


There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version (Warrior of Fates). They are listed as follows :

* After the bonus stage, a scene with the 3rd emperor making comments was cut.

* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.

* All names in-game were accompanied by their kanji.

* All names were changed and aren't even properly translated from the originals.

* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.

* In stage 1, a short message from the advisor was taken out.

* In stage 1, the boss gave a short dialogue.

* In stage 3, during the opening the boss has a short dialogue.

* In stage 4, the boss had a short dialogue.

* In stage 5, Akkila-Orkhan has a short dialogue.

* In stage 5, the boss had a short dialogue.

* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.

* In stage 6, there were additional lines between the player and Kuan-Ti.

* In stage 8, a short message from the advisor was taken out.

* In stage 8, the boss has a short dialogue.

* In stage 9, a short message from the advisor was taken out.

* In stage 9, there was a conversation between player and the boss.

* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.

* Some weapons were generalized in the World version.

* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.

* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!).


- SERIES -


1. Dynasty Wars (1989)

2. Warriors of Fate (1992)


- STAFF -


Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz

Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume

Onnanoko designer : Akiman

Sound : T. Yomage, Toshi Bull, Oyabun, Inu

$end

$info=warzard,
$bio

Warzard (c) 1996 Capcom.


- TRIVIA -


This game is also known as "Red Earth".


Warzard is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EPROMs.


- STAFF -


* Voice Actors : 

Tessa : Naka Tomoko  

Mai-Ling : Megumi Urawa

$end

$info=suzume,
$bio

Watashi wa Suzume-chan (c) 1986 Dyna Electronics.


- TRIVIA -


The title of this game translates from Japanese as 'I Am Suzume-chan'.

$end

$info=wmatch,
$bio

Water Match (c) 11/1984 Sega.


- TRIVIA -


This game runs on the Sega System 1 hardware.


- STAFF -


Programmed by : Kawahara, Nakagawa

Security by : R. Nakagawa

$end

$info=waterski,
$bio

Water Ski (c) 1983 Taito.

Game ID : A03


In Water Ski you control a skier who is being pulled behind a boat. The object is to complete the course as fast as possible, while avoiding rocks and other obstacles. The graphics are decent early 80s stuff (quite colorful, but not highly detailed), and the sounds aren't bad, but the game is impossible. It starts off well, your red boat takes of moving upward, towing you behind it. You can move left or right, and you can press buttons to either slow the boat down or to jump over obstacles. The first few obstacles are small rocks, you can simply dodge them (or jump them if you wish), then comes a large rock. The large rock is tricky, because you have to dodge it on the correct side, otherwise your tow rope will hit the rock and break. To compound this difficulty, it seems that your tow boat will often fake you out near this rock (it will begin to go one direction, and then turn and head off in a different direction, sending you right into the rocks). After this big rock some more small ones are coming and a raft, and then finally comes the big ramp. The big ramp is the undefeatable gelatinous cube of this game. If you attempt to dodge it you will crash, and you also crash no matter how you attempt to jump it. Once you get to this ramp your game is over, you will simply crash into it over and over again until time runs out, or you walk away in disgust.


- TRIVIA -


Water Ski came in the standard 'Taito Classic' cabinet (the same one that was used for titles such as "Qix", "Zoo Keeper", and "Jungle King"). It was usually a brown cabinet with painted sideart (stripes and a 'Taito' logo). The game used a standard 8-Way joystick and had two buttons on the control panel. This was not a very popular game, and real cabinets are almost impossible to find.


This title used six (count em, six), processors. It used a pair of Z80s to run the main program data (one at 4 Mhz and one at 3Mhz). While it used four AY-8910 processors to do audio chores (all of them running at 1.5 Mhz). The program code was stored on 21 EPROM chips, each having 4K of storage. This was the exact same hardware that "Jungle King" and "Elevator Action" used, and this title can be converted to those titles (and several others), simply by swapping ROM chips.


- PORTS -


* Consoles :

Atari 7800 (1988)


* Computers :

Atari ST

$end

$info=wg3dh,
$bio

Wayne Gretzky's 3D Hockey (c) 10/1996 Atari Games.


A cutting-edge 3-D hockey game for up to four players. Features input codes for stats tracking, two levels of Cup play, time-released secrets, and player contests with prizes from Atari.


- TRIVIA -


This game runs on the Atari Phoenix hardware.


This game is an official licensed product of the NHL (National Hockey League) and the NHLPA (National Hockey League Players Association).


During the match, you can see in the background adverts for 'Coca-Cola', 'Upper Deck', 'Campbell's' and 'Chunky'.


Wayne Douglas Gretzky was born in Canada on january 26, 1961. He began playing organized hockey at the age of 6. He entered the WHA (World Hockey Association) on June 12 1978 and the NHL the following year. Winning 57 trophy and cups in all his career, Gretzky retired from the NHL in 1999. In his last game versus the Pittsburgh Penguins on April 29th 1999, he recorded his 2857th point in his 1487th game.


- STAFF -


Programmers : Steve Bennetts, Terry Farnham, Steve Thomas

Artists : Bob Ingold, Jeremy Mattson, Patrice Moriarity

Producer : Robert Daly

Associate producer : Howard Lehr

Marketing manager : Derryl Depriest

Technician : Dennis Nale

Audio : John Paul, Doug Brandon, Jon Hey

Hardware designers : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, John Lowes

Game testers : Rob Reininger, David Ortiz, Trenton Lewis, Todd Papy, Jesse Meza

Hardware support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Betty Purcell, Sam DeVaney, Bobby Kay, Scott Parrish, Gregg Piotrowski, Al Lasko, Sheridan Oursler, Leroy Brown, Rick Meyette

DCS2 sound system : Matt Booty, Ed Keenan

Support programmers : Bruce Rogers, David Shepperd, Robert Birmingham, Mike Albaugh, Mike Lynch, Jason Skiles, Chris Krubel, Forrest Miller

Executive producer : Mark Stepen Pierce

Publicist : Tracy Egan

Additional technicians : Mark Hoendervoogt, Minh Nguyen, Todd Modjeski, Pete Mokris

Mechanical engineers : Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski

Development hardware engineers : Alan Gray, John Moore, Sam Lee, Senthil Vinayagam, Mark Hess

Cabinet designers : Nik Ehrlich, Rudy Aguire, Joyce Fluty, Mark Gruber, Pete Takaichi

Motion capture models : Wayne Gretzky, Eddie Mio, Charlie Simmons, Howard Lehr, Steve Thomas, Robert Daly

Video production : Joe Noyes, Greg Allen, Brent Englund, Eric Durfey

Statistics : George Zeimek, Robert Daly


- PORTS -


* Consoles :

Nintendo 64 (1996)

$end

$info=wecleman,
$bio

WEC Le Mans 24 (c) 11/1986 Konami.

Game ID : GX602


- TRIVIA -


Apolon released a limited-edition soundtrack album for this game (Original Sound of WEC Le Mans 24 Arcade Version - BY12-5027) on 21/08/1987.


- PORTS -


* Computers :

Amstrad CPC (1988)

Commodore C64 (1989)

Sinclair ZX Spectrum (1989)

$end

$info=weddingr,
$bio

Wedding Rhapsody (c) 05/1997 Konami.

Game ID : GX624


- TRIVIA -


This game runs on the Konami GV System hardware.

$end

$info=weststry,
$bio

West Story (c) 1991 Datsu Alliance.


- TRIVIA -


This game is a bootleg of "Blood Bros.".

$end

$info=wexpress,wexpresc,wexpresb,
$bio

Western Express (c) 1986 Data East.


- TRIVIA -


This game is known in US as "Express Raider".

$end

$info=wgp,wgpj,wgpjoy,wgpjoya,
$bio

WGP - Real Racing Feeling (c) 1989 Taito.

Game ID : C32


- TRIVIA -


This game runs on the "Top Speed" hardware.


- STAFF -


Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori

Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino

Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi

Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda

Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)

Graphic designer : Rintarou Doi

Cabinet designer : Shinobu Sekiguchi

Direction & Game designer : Hiroyuki Sakou

$end

$info=wgp2,
$bio

WGP2 - Real Racing Feeling (c) 1990 Taito.

Game ID : C73


- TRIVIA -


This game runs on the "Top Speed" hardware.


- STAFF -


Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori

Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino

Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi

Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda

Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)

Graphic designer : Rintarou Doi

Cabinet designer : Shinobu Sekiguchi

Direction & Game designer : Hiroyuki Sakou

$end

$info=wfortune,wfortuna,
$bio

Wheel of Fortune (c) 09/1989 GameTek.


Spin the wheel!!!

Prepare to select a letter and spell the secret word... toc-toc-toc-BANKRUPT!! oh no :(


- TRIVIA -


The game is based on a TV show produced by Merv Griffin Enterprises that's followed by more than forty million viewers every week.

$end

$info=wwally,
$bio

Where's Wally? (c) 1992 Sega.

$end

$info=whizz,
$bio

Whizz (c) 1989 Philko.


- TRIVIA -


This game is also known as "Twin Falcons".

$end

$info=whodunit,
$bio

Who Dunit (c) 06/1988 Exidy.


- TRIVIA -


This game runs on the Exidy 440 hardware.


- STAFF -


Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson

$end

$info=whoopee,
$bio

Whoopee!! (c) 1991 Toaplan.

Game ID : TP-025


- TRIVIA -


This game is known outside Japan as "Pipi & Bibis".


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.

$end

$info=wiggie,
$bio

Wiggie Waggie (c) 1994 Promat.

$end

$info=wildfang,
$bio

Wild Fang (c) 1989 Tecmo.


The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm!


- TRIVIA -


This game is also known as "Tecmo Knight".


- STAFF -


Programmers : Pochi, HB.M, EXP2148

Graphic designers : Bruter, Noise, Yohkun, D.H.Max

Character designers : Bruter, Noise, S?nager, Yohkun

Sound creators : Mikio Saito (Metal Yuhki), Mayu

Hardware : Yoshidasan

Directed by : Strong Shima

$end

$info=wildplt,
$bio

Wild Pilot (c) 1992 Jaleco.

$end

$info=moo,mooua,moobl,
$bio

Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.

Game ID : GX151


Rustle Up Some Moolah! The four COW-boys draw their pistols "Sunset Riders" style to get those dastardly varmints out of their town!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on a "Xexex" based hardware.


Based on the Saturday morning cartoon of the same name.


- STAFF -


Management : Mashahiro Inoue, S. Kido

Supervisor : S. Okamoto

Programmers : Taka, Kou1, T. Takeda

Character designers : M. Samejima, T. Nakazawa, E. Aida

Sound programmer : Hideaki Kashima (H. Shikama)

Music and effects : Michiru Yamane

Package designer : T. Nishimura

Hardware designers : K. Hashima, D. Konishi

Screenplay by : K. Kinugasa

Suit Man : Arai

Pilot : E. Aida

$end

$info=wwestern,wwester1,
$bio

Wild Western (c) 05/1982 Taito.

Game ID : WW


- TRIVIA -


This game runs on the Taito SJ System hardware.

$end

$info=willow,willowj,willowje,
$bio

Willow (c) 06/1988 Capcom.


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Licensed by Lucasfilm and based on the movie of the same name.


This game runs on the Capcom Play System hardware (CPS).


- STAFF -


Planners : Kawanorider, Deru Deru Itoh

Programmers : Yukio Arai (Professor Arai), Kyoko Tomita (Queen Tomita), Yokoyan, Ueyan

Character designers : Frunky Kazu, Yokota Yokozo (Bakuhatsu Yokozo), Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan

Music composer : Ogeretu Kun

Hard designer : Kucchan

Direction : Kihaji Okamoto

$end

$info=wilytowr,
$bio

Wily Tower (c) 1984 Irem.


- TRIVIA -


This game is also known as "Atomic Boy".

$end

$info=windheat,
$bio

Winding Heat (c) 1996 Konami.

$end

$info=wjammers,
$bio

Windjammers - Flying Disk Game (c) 02/1994 Data East.

Game ID : 0065


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Flying Power Disc".


This game runs on the SNK Neo-Geo MVS hardware.


Windjammers is based on the real world flying disc sport called '10-S'. But the inventor of the 10-S has nerver give permission or signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers. It have never been compensated for the illegal use of 10-S rules and method of play. 10-S was created in 1977 and copyrighted in 1980.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighters History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994.


- UPDATES -


Curiously, B. Yoo of Korea is replaced with S. Miller of Britain only on the USA Territory dip switch setting. The sprites remain exactly the same, but the voice is changed to that of an Englishman.


- STAFF -


Project leader : Takaaki Inoue

Planner : Adachi Pentax

Programmers : Takaaki Inoue, Wataru, Iida

Graphic designers : Nozu Makoto, Galactus Mina, Y. Urushibara, El Santo Inopita, Flex Inagaki, Hiroshi Tamawashi, Tomoyuki Arakawa

Bug-Dashi's : Takatoshi Katahata, Kagenobu Murata

Sound creators : Atomic & Tom & Koremasa


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

$end

$info=wingwar,wingwara,
$bio

Wing War (c) 1994 Sega.


- TRIVIA -


This game runs on the Sega Model 1 hardware.

$end

$info=winrun91,
$bio

Winning Run 91 (c) 1991 Namco.


- TRIVIA -


This game runs on the Namco System 21 hardware.


- SERIES -


1. Winning Run

2. Winning Run 91 (1991)

$end

$info=winspike,
$bio

Winning Spike (c) 1997 Konami.

Game ID : GX705


- TRIVIA -


This game runs on the Konami GX hardware.


- STAFF -


Assistant directors : 'Monkey Business' Takepon, 'Super Lover' Mommy Ad

Main programmer : 'Red Shooter 7.5.5' K. Toga

Programmer : 'Shooting Guard' Cha-Cha-Ki

Motion designers : 'Sonic & Throw' S. Kihara, '3Digitizer' T. Nagamatsu

Stage designer : 'Dzungarian Hamster' Terara Hitomi

Graphic designers : 'Peace Maker' Sho. M, 'Retouching' Y-Sakaue, 'Machine 4.0J' Machuoka, 'King of Unlucky' M. Yabe, 'Ducati-User' Zig the Crusher

Rendering designer : 'Bones' T. Hayashino

Sound editor : 'Precision Man' Sakagon

Music composer : 'Snail Man' Name-Kun

Product designer : 'Tel-Matsu 928' M. Uematsu

Manual planning : Hideaki Minoda

Technical engineer : K. Hashima

Technical support : Yoshikazu Yzz

Team manager : 'Takarazuka Raid' Acky 7

Produced by : KCE R

$end

$info=wintbob,
$bio

The Winter Bobble (c) 1990 Sakowa Project.


- TRIVIA -


This game is a bootleg of "Snow Bros. - Nick & Tom".

$end

$info=winterht,
$bio

Winter Heat - Sega Sports (c) 1997 Sega.


- TRIVIA -


This game runs on the Sega Titan Video hardware (STV).


- PORTS -


* Consoles :

Sega Saturn (1997)

$end

$info=wiping,
$bio

Wiping (c) 09/1982 Nichibutsu.


- TRIVIA -


This game was also known one year later as Rug Rats.

$end

$info=wiseguy,
$bio

Wise Guy (c) 1990 Dooyong.


- TRIVIA -


This game is also known as "Yam! Yam!?".

$end

$info=wits,
$bio

Wit's (c) 1989 Athena.


- TRIVIA -


Licensed to Visco for manufacture and distribution.


- STAFF -


Producer : Sakae Nakamura

Game director : Crazy Tom

Game designers : Crazy Tom, Hironobu Tamai

Composer : Shotaro Sasaki

Manupilater : Kouichi Ishibashi

Programmer : Tom_boy

Character designers : Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi

Sound mixers : Enjoy Sasaki, Tarako Ishibashi

Hardware service : Drunkard Nonaka

Monitor : Sayuri Murakami, Zensack Yamamura


- PORTS -


* Consoles :

Nintendo Famicom

$end

$info=wiz,wizt,
$bio

Wiz (c) 1985 Seibu Kaihatsu.


- TRIVIA -


Also licensed to Taito.


- PORTS -


* Computers :

MSX

$end

$info=wizwarz,
$bio

Wiz Wars (c) 1984 Mylstar Electronics.


- TRIVIA -


This game was playable & near completion before getting canned. Only 1 machine was known to exist

$end

$info=wizdfire,
$bio

Wizard Fire (c) 1992 Data East.

Game ID : MAS


Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom. May the power be with you!


- TRIVIA -


This game is known outside US as "Dark Seal 2".


Only 100 PCBs were manufactured.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993.


- SERIES -


1. Gate of Doom (1990)

2. Wizard Fire (1992)


- STAFF -


Game master : Yoshiyuki Urushibara

Project leader : Naomi Susa

Soft leader : Souichi Akiyama

Object graphic leader : Yohiyuki Ishibiki

Back graphic leader : Masanori Tokoro

Music leader : Mr. K

Soft : Haruyuki Kobayashi, Shinichi Suzuki

Character designer : Tomoki Matoba

Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga

Back designers : Ryohei Harakata, Kazuhi Imoto

Music composers : Tom Sato, Mihoko Ando, Gamadelic

Hard : Shingo Mitsui, Masao


* CAST :

Knight : Greg Sullivan

Wizard : Susan Barger

Bard : Bill O'Neill

Dwarf : William Rooney

Elf : Chiwe Gordon

$end

$info=wow,
$bio

Wizard of Wor (c) 1980 Midway.


Players control a separate squadron of WORriors, the object is to descend into the many dungeons of WOR, killing monsters, beating the WIZARD and earning a high score. Full color video screen is accented by action sounds and haunting mood music. Dungeon maze patterns appear at random for a new play each time.


- TRIVIA -


This game featured some early speech synthesis that was done in a similar manner to that in "Gorf" (Gorf and Wizard of Wor ran on nearly identical hardware).


Wizard of Wor arcade units came in a white dedicated cabinet with sticker sideart of a menacing looking wizard. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart, while the cocktail versions had the monitor mounted sideways for some reason). This game used a special 4-Way Joystick that had 2 positions for each directions.


- TIPS AND TRICKS -


* Hint 1 : When the warp doors open, use them as quickly as possible if the way is clear on the other side. This eliminates the possibility of one of the monsters appearing on top of you out of the blue by coming in from the other side. Otherwise, stay away from the warp doors if it's not clear.


* Hint 2 : Try to make your shots 'short'. That is, NEVER start shooting down a long corridor! Your shots are limited, and the shorter the corridor, the more shots and the faster you can shoot.


* Hint 3 : You already know this, but try to get used to using the radar - if you get good enough at it, you can almost use it exclusively when they monsters are invisible. It's not much use when you can see them, but it does help me when they are invisible.


* Hint 4 : The Worluk almost always appears dead center in the maze. When you get down to one or two monsters left, try to situate yourself as strategically as possible, pointing to the center of the maze. He'll appear and you can bag him as he tries to move out into the maze.


* Hint 5 : Try to make sure you use (and therefore close) the warp doors IF AT ALL POSSIBLE when the Worluk or Wizard appear. That keeps them in the maze a little while longer and if they don't escape through the warp doors, you get more chances at them.


* Hint 6 : Don't ever try to get close to the Worluk - he'll nail you. You have a lag in control, due to the way the game is programmed, so don't ever assume you can turn around on an enemy before they simply walk right over you.


- STAFF -


Designed and programmed by : Tom McHugh, Dave Nutting


- PORTS -


* Consoles :

Atari 5200 (1983)

Commodore C64 (1984)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")

$end

$info=wizzquiz,
$bio

Wizz Quiz (c) 1985 Zilec-Zenitone.

$end

$info=wolfpack,
$bio

Wolf Pack (c) 1978 Atari.


- TRIVIA -


Wolf Pack was a prototype that was never released.


- STAFF -


Designed and programmed by : Dennis Koble, Jerry Lichac

$end

$info=wonder3,
$bio

Wonder 3 (c) 05/1991 Capcom.


Wonder 3 contains three games controlled with an 8-way joystick and three buttons :

1) Roosters - Chariot wo Sagashite

2) Chariot - Tenkuu-he no Ryo

3) Don't Pull (donpuru)


- TRIVIA -


'Chariot - Tenkuu-he no Ryo' translates from Japanese as 'Chariot - A Trip Through The Sky'.


This game is known outside Japan as "Three Wonders".


This game runs on the Capcom Play System hardware (CPS).


The main character of the action game (Roosters) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes".


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.


- UPDATES -


Wonder 3 (the Japanese version) has some differences :

* The action game is called 'Roosters' instead of 'Midnight Wanderers'.

* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them.


- STAFF -


Game designer : Udatoshi

Programmer : Koma Chan

Character designer : Kurisan

B.G. designer : Kuramoyan

Sound composer : T. Yomage

Director : Kihaji Okamoto


- PORTS -


* Consoles :

Sony PlayStation (1998)


Sega Saturn (1998)

$end

$info=wboy,wboyu,wboyo,wboy2u,wboy2,wboy3,wbdeluxe,
$bio

Wonder Boy (c) 1986 Sega.

Game ID : 834-5984


- TRIVIA -


Licensed to Escape.


This game runs on the Sega System 1 hardware.


A deluxe version (bootleg ?) was made by Vision Electronics (see Updates section for more information).


- UPDATES -


Wonder Boy Deluxe has a dip switch to control how fast the energy decreases.


- SERIES -


1. Wonder Boy (1986)

2. Wonder Boy in Monster Land (1987)

3. Wonder Boy III - Monster Lair (1988)

4. Wonder Boy IV - Monster World II (Sega Mega Drive)

5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)

6. Monster World IV (1994, Sega Mega Drive)


- PORTS -


* Consoles :

Sega SG-1000 (1986)

Nintendo Famicom (1986, "Adventure island")

Sega Master System (1987)

Sega Game Gear (1990)

Nintendo Game Boy (1991, "Adventure island")

Nintendo Super Famicom (1992, "Super Adventure Island")


* Computers :

Sinclair ZX Spectrum (1987)

Commodore C64 (1987)

Amstrad CPC (1987)

MSX

$end

$info=wb3,wb3a,wb3b,wb3bl,
$bio

Wonder Boy III - Monster Lair (c) 1988 Sega / Westone.


- TRIVIA -


This game runs on the Sega System 16B hardware.


- SERIES -


1. Wonder Boy (1986)

2. Wonder Boy in Monster Land (1987)

3. Wonder Boy III - Monster Lair (1988)

4. Wonder Boy IV - Monster World II (Sega Mega Drive)

5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)

6. Monster World IV (1994, Sega Mega Drive)


- STAFF -


Programmer : Naoki Hoshizaki

Character designers : Rie Ishizuka, Hiromi Suzuko

Music composer / Effect designer : Shin-ichi Sakamoto

Director : Ryuichi Nishizawa

Assistant : Takanori Kurihara, Yoshihito Saisho

Supervisor : Michishito Ishizuka


- PORTS -


* Consoles :

Sega Master System (1989)

Sega Mega Drive (1990)

NEC PC Engine CD

$end

$info=wbml,wbmlb,wbmljb,wbmljo,
$bio

Wonder Boy in Monster Land (c) 1987 Sega / Westone.


- TRIVIA -


This game runs on the Sega System 2 hardware.


- TIPS AND TRICKS -


* Hint : This game has hidden coins that appear when you jump in certain spots. The demo screen shows a couple of these. Some of them will give you 60 gold or more every time.


- SERIES -


1. Wonder Boy (1986)

2. Wonder Boy in Monster Land (1987)

3. Wonder Boy III - Monster Lair (1988)

4. Wonder Boy IV - Monster World II (Sega Mega Drive)

5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)

6. Monster World IV (1994, Sega Mega Drive)


- STAFF -


Music composed by : Shin-ichi Sakamoto


- PORTS -


* Consoles :

Sega Master System (1988)

NEC PC Engine (1988)


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Atari ST (1989)

Commodore Amiga (1989)

$end

$info=wndrmomo,
$bio

Wonder Momo (c) 02/1987 Namco.


- TRIVIA -


This game runs on the Namco System 86 hardware.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.


- STAFF -


Music by : Kumio Yudate


- PORTS -


* Consoles :

NEC PC Engine (1989)

Sony PlayStation (1998, "Namco Museum Encore")

$end

$info=wndrplnt,
$bio

Wonder Planet (c) 10/1987 Data East.


- TRIVIA -


Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.


- STAFF -


Game designer : K. Kubota

Graphic designers : J. Matsuda, R. Takahashi, H. Nomura

Programmers : M. Sano, K. Takahashi, T. Sasagawa, Souichi Akiyama

Music editors : Azusa Hara (AZUSA), Tatsuya Kiuchi, H. Kowastu, H. Yoshida

$end

$info=wbeachvl,
$bio

World Beach Volley (c) 1995 Playmark.


- STAFF -


Art director : Marchi D.

Software : Benvenuto L., Cappi A., Gusso S., Nassi P., Giacomel G.

Hardware : Gusso G., Cappi A., Cappelli A., De Marco F.

Graphics : Banfi M., Corrieri M., Parenti A., Corica F.

Sound / FX : Riccadonna G., Riccadonna L.

Supervisor : Persona S., Benedini A., Cattane A., Rizzo C.

Photografy : E.P.R. (Milan)

$end

$info=wcbowl,wcbwl165,wcbwl12,wcbwl161,
$bio

World Class Bowling (c) 1995 Incredible Technologies.


- UPDATES -


Revision 1 :

* First release

* Software version : 1.2.


Revision 2 :

* Software version : 1.61.

* Added a sound in the operator menu when you move the trackball.

* Added 'Volume Settings' in the operator menu.

* Added 'Voltage Adjust Test' in the System Test Menu of the operator menu.


Revision 3 :

* Software version : 1.65.


Revision 4 :

* Software version : 1.66.

* Removed 'Player Control Test' in the System Test Menu of the operator menu.

* Added 'Player1 Control Test' and 'Player2 Control Test (Cocktail mode only)' in the System Test Menu of the operator menu.


- SERIES -


1. World Class Bowling (1995)

2. World Class Bowling Deluxe

$end

$info=wldcourt,
$bio

World Court - Pro Tennis (c) 10/1988 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


- SERIES -


1. World Court - Pro Tennis (1988)

2. Super World Court (1992)


- PORTS -


* Consoles :

NEC PC Engine (1990)

$end

$info=wcvol95,
$bio

World Cup Volley '95 (c) 1993 Data East.

$end

$info=wh1,wh1h,
$bio

World Heroes (c) 07/1992 Alpha Denshi.

Game ID : 0053


Eight heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode!

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Hanzou Hattori is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown").

Kotaeo Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603).

Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973).

Janne d'arc is based on the real Jeanne d'Arc who was burned in 1431.

Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917)

Muscle Power is most likely based on the real Hulk Hogan (1953-20XX)

Jengis Carn is based on the real Genghis Khan (1162-1229)


The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series.


- SERIES -


1. World Heroes (1992)

2. World Heroes 2 (1993)

3. World Heroes 2 Jet (1994)

4. World Heroes Perfect (1995)


- STAFF -


Producer and director : Kenji Sawatari

Planners : Kenji Sawatari, Kimitoshi Yokoo

Main programmers : TAT, Marbo (Toshi), Yuji Noguchi

System programmers : Eiji Fukatsu, Makio Chiba, E-Chan

Sound programmer : Makio Chiba

Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sihara, Atsushi Kobayashi

Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida

Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe


- PORTS -


* Consoles :

Nintendo Super Famicom (1993)

Sega Mega Drive (1994)

SNK Neo-Geo CD (1995)

$end

$info=wh2,
$bio

World Heroes 2 (c) 04/1993 ADK.

Game ID : 0057


Fourteen characters do battle in normal or death match modes.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Captain Kidd is based on the real Captain William Kidd (1645-1701)

The last boss of this game was 'Baoh' from the manga called 'Baoh'!


The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8!.


The 'Skinhead' Deathmatch level does not feature any trap or hazzard to look out for, however the loser in this particular ring will get his/her head shaven! :)


- TIPS AND TRICKS -


* Alternate Costume Colors : Press B button when selecting a character.


* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy!


* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though!


- SERIES -


1. World Heroes (1992)

2. World Heroes 2 (1993)

3. World Heroes 2 Jet (1994)

4. World Heroes Perfect (1995)


- STAFF -


Producer : Kenji Sawatari

Planner : Kenji Sawatari, Yokoo

Director : Akira Ushizawa

Assistant director : Sho (Y. Ono)

Main programmers : TAT.MST, Marbo (Toshi), Wizard Nogup

System programmers : Eiji Fukatsu, Makio Chiba, E Chan

Sound programmer : Makio Chiba

Character maker : Ryu Hiroyuki

Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Gigas (R. Nakajima)

Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue, Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara

Demo designers : Rie Mori, K. Fujita, Masato Mitsuya

Music and Sound effects composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe

Voice cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzou Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Gigas (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK)

Special guest : Koji.T.Shimizu

Graphic adviser : Tsutomu Maruyama

Executive producer : Kazuo Arai


- PORTS -


* Consoles :

Nintendo Super Famicom (1994)

NEC PC Engine Super CD-ROM (1994)

SNK Neo-Geo CD (1995)


* Computers :

FM Towns PC

$end

$info=wh2j,
$bio

World Heroes 2 Jet (c) 04/1994 SNK / ADK.

Game ID : 0064


This update of World Heroes 2 introduces two new characters, Ryofu and Jack and two new modes of play - the Tournament and the Forging of Warriors.

Controlled with an 8-way joystick and three buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


Jack the Ripper is based on the real Jack the Ripper, who brutally murdered and mutilated five prostitutes in London in 1888.

Ryofu is based on the real Lu Bu Fengxian, one of the famous warrior of the Three Kingdoms period.


- TIPS AND TRICKS -


* Endings : World Heroes 2 Jet is a very fun game, but only has 4 different endings available. Here is how to get each of these :

Ending 1 - Beat Zeus in 'Tournament Mode' in the second or third round with 25% of remaining energy or less in your character's lifebar.

Ending 2 - Beat Zeus in 'Tournament Mode' in the second or third round with 75% of remaining energy in your character's lifebar.

Ending 3 - Get a 'Perfect' against Zeus in 'Tournament Mode' in the second or third round (This is the true ending, since the developer's credits will appear only in this one!).

Ending 4 - Defeat 4 opponents in 'The Forging of Warriors Mode' to see this ending.


* Alternate costume Colors : Press B or C when selecting a character.


- SERIES -


1. World Heroes (1992)

2. World Heroes 2 (1993)

3. World Heroes 2 Jet (1994)

4. World Heroes Perfect (1995)


- STAFF -


Producer & planner : Kenji Sawatari

Producer & director : Akira Ushizawa

Market research : Yukio Gotoh

System programmers : Eiji Fukatsu, Makio Chiba

Sound programmer : Makio Chiba

Design-Tool programmer : Ryu Hiroyuki

Main programmers : TAT&MST, E-Chan, Puyo (Toshi)

Editor : Sho

Music & Sound effect : Hideki Yamamoto, Yuka Watanabe~N, Hiroaki Shimizu

Chief scroll designer : Kenichi Sakanishi

Scroll designers : Takashi Egashira, Mitsunari Ishida

Chief sprite designer : Hiroyuki-Toda

Sprite designers : H. Yamada, Muneki-Shiraishi, Yokoo, Giga.S, Y. Sohara, West-Maison, K-Hakamata, Yoshiaki Ono

Graphic designers : Gensan, Rie Mori, M. Mitsuya

Public information : K. Fujita, S. Itoo II'

Game adviser : Tsutomu Maruyama

Executive producer : Kazuo Arai


- PORTS -


* Consoles :

SNK Neo-Geo CD (1994)

Nintendo Game Boy (1995)

$end

$info=whp,
$bio

World Heroes Perfect (c) 05/1995 SNK / ADK.

Game ID : 0090


A new button layout for the final game in the series greets the 16 fighters and two end bosses.

Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Alternate Costume Colors : Press D button when selecting a character.


- UPDATES -


In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game.


- SERIES -


1. World Heroes (1992)

2. World Heroes 2 (1993)

3. World Heroes 2 Jet (1994)

4. World Heroes Perfect (1995)


- STAFF -


Producer & planner : Muneki Shiraishi

Chief planner : Takashi Hatono

Planner : Ken Kazama

Market research : Yukio Gotoh

System programmers : Eiji Fukatsu, Makio Chiba

Sound programmers : Makio Chiba

Design-Tool programmer : Ryu Hiroyuki

Main programmers : MKY, TAT&MST, E-Chan, Syd, Maguro

Editor : Kobayan

Music & Sound effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa

Chief scroll designer : T. Egashira

Scroll designers : Hideyuki Kusano, Misako Ohno, Ryonosuke

Chief sprite designer : Gen San

Sprite designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu

Effect sprite designer : West-Maison

Chief demo designer : M. Yoshikoshi

Demo designer : G. Aoyagi

Public information : Tsukasa, Ito, Detchi1


* Character Voices :

Event produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh

Step action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama

ADK staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison


Test player : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi

Game adviser : Akira Ushizawa

Executive Producer : Kazuo Arai


- PORTS -


* Consoles :

SNK Neo-Geo CD (1995)

Sega Saturn (1996)

$end

$info=wpksoc,
$bio

World PK Soccer (c) 1995 Jaleco.


- TRIVIA -


This game runs on the Irem M-107 system hardware.

$end

$info=wrally,wrallya,
$bio

World Rally (c) 1993 Gaelco.

Game ID : 930705


- SERIES -


1. World Rally (1993)

2. World Rally 2 - Twin Racing (1995)

$end

$info=wrally2,
$bio

World Rally 2 - Twin Racing (c) 1995 Gaelco.

Game ID : 950510


- TRIVIA -


Designed & developed by Zigurat.


This game runs on the Gaelco GAE1 hardware.


- SERIES -


1. World Rally (1993)

2. World Rally 2 - Twin Racing (1995)

$end

$info=wseries,
$bio

World Series - The Season (c) 1985 Cinematronics.


- SERIES -


1. World Series - The Season (1985)

2. Baseball The Season II (1987)

3. Super Baseball Double Play Home Run Derby (1987)

4. Strike Zone Baseball (1988)

$end

$info=wsf,
$bio

World Soccer Finals (c) 06/1990 Leland Corp.


Controlled with an 8-way joystick and two buttons.

$end

$info=ws89,
$bio

World Stadium '89 (c) 01/1989 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=ws90,
$bio

World Stadium '90 (c) 07/1990 Namco.


- TRIVIA -


This game runs on the Namco System 1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)

$end

$info=ws,
$bio

World Stadium - Pro Yakyuu (c) 03/1988 Namco.


- TRIVIA -


The subtitle of this game translates from Japanese as 'Pro Baseball'.


This game runs on the Namco System 1 hardware.


- SERIES -


1. World Stadium - Pro Yakyuu (1988)

2. World Stadium '89 (1989)

3. World Stadium '90 (1990)

4. Super World Stadium (1992)

5. Super World Stadium '92 (1992)

6. Super World Stadium '93 (1993)

7. Super World Stadium '95 (1995)

8. Super World Stadium '96 (1996)

9. Super World Stadium '97 (1997)

10. Super World Stadium '98 (1998)

11. Super World Stadium 1999 (1999)

12. Super World Stadium 2000 (2000)

13. Super World Stadium 2001 (2001)


- STAFF -


Music by : Yuriko Keino

$end

$info=wtennis,
$bio

World Tennis (c) 05/1982 Original Game.

$end

$info=worldwar,
$bio

World Wars (c) 1987 SNK.

Game ID : A6003 'WW'


- TRIVIA -


This game is also known as 'Bermuda Triangle'.


- UPDATES -


World Wars and an early Bermuda Triangle version have different gameplay and graphics from the other versions.


- STAFF -


Director : Eikichi Kawasaki

Software : SNK jr.

Designers : Rampty, Tetsuyaki

Assistants : Miss Yoko, Angel

Hardware : Akitadesi

Sound : Kenny

Producer : Mr. Oba

Printing : Tomotae

$end

$info=wrestwar,
$bio

Wrestle War - Sega Wrestling Alliance (c) 03/1989 Sega.


- TRIVIA -


This game runs on the Sega System 16B hardware.

$end

$info=wwfmania,
$bio

WWF - Wrestlemania (c) 08/1995 Midway.


Eight selectable wrestlers fights in mayhem with punishing head-to-head and team matchups and grueling WWF and Intercontinental title bouts.


- TRIVIA -


This game runs on the Midway Wolf Unit hardware.


The Midway coin-op has, within its code, the engine for a graphical reworking of Robotron, to be played like "Pong" in "Mortal Kombat II". However, the graphics were removed due to memory constraints, so the feature remains disabled.


In the crowd, you can see the people who made this game possible. If you look closely on the far right-top outside of the ring you'll see cracked floor below not moving 'Ed Boon'. On the far right outside of the ring you'll see 'Mark Turmell''s head on the TV screen. On the far left (and right) side outside of the ring 3 seats from the bottom you'll see secret guy with encrypted face eating some chips.


About fatalities : The original plan was for all 8 wrestlers to have finishing moves, but once the WWF got wind of it, they ordered Midway to not put anymore in.


- TIPS AND TRICKS -


* Moves Names On : Tap Punch 4 times during vs. screen.


* No Blocking : Tap Block 3 times (both players) during vs. screen.


* Buddy Mode : Tap Block 5 times (both players) during vs. screen.


* Random Character : Press Up+Start at the fighter selection screen without moving the selection box from its original position.


* Alternate costume Colors : While holding left (for fighters on left side) or right (for fighters on right side) press P, K, PP or PK when selecting a fighter.


* Mortal Kombat 3 Code : Win 25 fights to get MK3 Unlimited run code.


* Fatalities : To perform a fatality, you must win the match, then do the proper joystick/button sequence when 'Pin Him' appears.

Undertaker : Up, Down(x2), Punch (opponent must be in mid-left of the ring).


- STAFF -


Software & Designers : Mark Turmell (MJT), Jason Skiles (JMS), Jamie Rivett, Jake Simpson (JAK), Shawn Liptak (SL)

Art & Designers : Sal Divita (SAL), Josh Tsui, Eugene Geer (OEG), Tony Goskie (TDG)

Music & Sound effects : Chris Granner

Hardware designers : Mark Loffredo (MJL), Cary Mednick, Steve Correll, Joe Kalinowski, John Lowes

Artwork tools : Warren Davis, Shawn Liptak (SL), Todd Allen, Alias Research

Hardware support : Pat Cox, Sheridan Oursler, Al Lasko, Jeff Peters

DCS sound system : Matt Booty, Ed Keenan

Game testers : Eddie Ferrier, Mike Vinikour


- PORTS -


* Consoles :

Nintendo Super Famicom (1995)

Sega Mega Drive (1995)

Sega 32x (1995)

Sony PlayStation (1995)

Sega Saturn (1996)

$end

$info=wwfsstar,
$bio

WWF Superstars (c) 07/1989 Technos.


Game ID : TA-0024


Basic tag team wrestle game with 6 superstars of the moment.


- TRIVIA -


You can choose from the following six wrestlers: Hulk Hogan, Randy 'Macho Man' Savage, The Ultimate Warrior, Hacksaw Jim Duggan, The Big Boss Man and The Honky Tonk Man. If you manage to win the first three games you finally face Andre the Giant and 'The Million Dollar Man' Ted DiBiase.


You can see Jimmy Lee (the main character in "Double Dragon") in the first row of the public standing up.


- TIPS AND TRICKS -


* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase.

1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.

2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.


- SERIES -


1. WWF Superstars (1989)

2. WWF WrestleFest (1991)

3. WWF Superstars 2 (1992, Nintendo Game Boy)


- PORTS -


* Consoles :

Nintendo Game Boy (1991)

$end

$info=wwfwfest,wwfwfsta,wwfwfstj,
$bio

WWF WrestleFest (c) 07/1991 Technos.

Game ID : TA-0031


Ten selectable wrestlers fight in a tag team tournament or take part in the Royal Rumble.


- TRIVIA -


Also licensed to Tecmo.


* The only WWF Technos game to not feature theme music for any of the individual wrestlers.


* The announcer is Michelle 'Mike' McGuirk, who would sometimes substitute for Howard Finkel, the WWF's longtime ring announcer in the early 90s.


* The game's announcer incorrectly announces Sergeant Slaugher's finishing move. Slaughter's finishing move (digging a knuckle into the opponent's temple) is announced as a 'Cobra Clutch', whereas that move is called 'The Torture Bar'. A Cobra Clutch looks totally different : DiBiase's Million Dollar Dream is a Cobra Clutch.


* You can beat the Legion of Doom and get their titles via a count-out in the Tag Team portion of the game (Saturday Night's Main Event). This is incorrect : in pro wrestling, a championship only changes hands via a pinfall or a submission. If the champs are disqualified, they lose, but they hold on to their titles.


* The rules for the Royal Rumble are not quite correct. In WrestleFest, you can be eliminated by being thrown from the ring, or the traditional means (pin, submission, etc). This is not correct. Ever since the WWF Royal Rumble started (1989 or so), the rules for elimination have never changed. The ONLY way to be eliminated is to be thrown over the top rope. No pinfalls, no submissions. In fact, the referee should not be in the ring during a Royal Rumble.


* Likewise, the Steel Cage Matches are not done correctly, by pro wrestling rules. Again, there should not be a referee, pinfall or submission. To win a steel cage match, you must be the first to escape the steel cage... either by breaking the door open and crawling out, or by climbing over the top (in both cases you win when your feet touch the ground first outside the ring). 


* Crush and Smash are not the original members of Demolition. Crush replaced Ax (Bill Eadie) when Ax was let go for being too old and injury prone. This game was made just as Crush replaced him.


* Crush and Smash may not be played seperately in the tag-team (Saturday Night's Main Event) game. You must pick them both for your tag team, to get either. Of course, you may play either of them in The Royal Rumble.


* You may not play either member of Legion of Doom under any circumstances: they are unavailable to pick for both games (Saturday Night's Main Event and The Royal Rumble). Much like the game's precursor, "WWF Superstars," the champions are reserved for the AI only.


* Pure Trivia: The real names of the wrestlers :

Hulk Hogan : Terry Bollea

The Ultimate Warrior : James Hellwig

The Big Boss Man : Raymond Trayler

Earthquake : John Tenta

Sergeant Slaughter : Bob Remus

The Million Dollar Man : Ted DiBiase

Jake The Snake : Jake Roberts

Mr. Perfect : Curt Hennig

Smash of Demolition : Barry Darsow

Crush of Demolition : Brian Adams

Hawk of LOD : Michael Hegstrand

Animal of LOD : Joe Laurinatis


- SERIES -


1. WWF Superstars (1989)

2. WWF WrestleFest (1991)

3. WWF Superstars 2 (1992, Nintendo Game Boy)


- STAFF -


Character designers : Hiroshi Shibata, Koji Sakuma, Michiaki Ishida, Makoto Shirai, Toru Tsuboya, Koji Minagawa

Character design assist : Koji Ogata

B.G. designers : Takehisa Izumiyama, Toshiyuki Osumi

Programmers : Tatsumi Saito, Isamu Kanakubo, Genei Fukuhara, Teruhiro Maeda, Naritaka Nishimura

Hardware : Kenji Nishikawa

Editor : Hiroshi Sato, Ai Onoe, Yasuhiro Ohi

Sound programmer : Yoshihiro Kameoka

Director : Shinichi Saito

Producer : Kunio Taki

$end

$info=xday2,
$bio

X-Day 2 (c) 1995 Namco.


- TRIVIA -


This game runs on a Namco System NA-2 hardware.


- SERIES -


1. X-Day (1993)

2. X-Day 2 (1995)

$end

$info=xfiles,
$bio

X-Files (c) 1999 dgPIX Entertainment.

$end

$info=xmen,xmen2pj,xmen2p,xmen6p,
$bio

X-Men (c) 04/1992 Konami.

Game ID : GX065


Six X-Men travel to Asteroid M in order to end Magneto's reign of terror. Depending on the machine, the maximum number of simultaneous players varies from two, over four, to six (play on an impressive 3-monitor cabinet!). Controlled with an 8-way joystick and three buttons.


- TRIVIA -


X-Men is based upon the comic book series of the same name.


Although "Final Fight" set the standard for scrolling fighters, X-Men created several innovations for the genre, including the ability to hit felled opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting gameplay and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet').


King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.


A X-Men unit appears in the 1998 movie 'The Replacement Killers'.


- STAFF -


Chief producer and director : Lee

Visual designers : K. Hattori, Captain Oe

Design works : Y. Asano, Mitsuhiro Nomi

Hardware designers : H. Matsuura, S. Yasuda

Cabinet designer : Rasher Y. Tamura

Sound producer and composer : S. Fukami

Music coproducer and composer : Y. Technouchi

Guest composer : J. Nakano

Support composer : A. Hashimoto

$end

$info=xmcota,xmcotah,xmcotajr,xmcotaj1,xmcotaj,xmcotau,xmcotaa,
$bio

X-Men - Children of the Atom (c) 12/1994 Capcom.

Game ID : CP-S II No. 08


Back when Magneto and Juggernaut were boss characters, ten X-Men characters fought to challenge them!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II). It is the first fighting game produced by Capcom using characters under license from Marvel Comics, widely praised for its faithfulness in capturing the spirit of its namesake comics, by using colorful animation and voice actors (see Staff section for more information) from the 'X-Men' animated series.


Unlike previous incarnations of X-Men video games, X-Men - Children of the Atom also allowed players to helm popular X-Men villains, such as Omega Red; the mutant hunting android Sentinel; Spiral, lackey of Mojo; and Silver Samurai. Also, because this game was released around the same time as "Super Street Fighter II Turbo", programmers also included Akuma (see Tips And Tricks section for more information).


The game, along with SSFII Turbo, is considered as one of the first fighting games to popularize the now often-used ideas of 'Super Jumps', 'Super Combos', and 'Tech. Hit', which meant that an attempted grab or throw had been negated by the opponent. Furthermore, the game was the precursor to the Capcom 'Vs. series', with elements and characters from this game having been combined with "Street Fighter Alpha - Warriors' Dreams" to create "X-Men vs. Street Fighter".


Sony Records released a limited-edition soundtrack album (X-Men Arcade Game Track - SRCL-3120) on 24/03/1995.


- UPDATES -


Revision 1 :

* Software version : 1.00.

* Japanese release only (94/12/08).


Revision 2 :

* Software version : 2.00.

* Japanese and Asia releases (94/12/17).


Revision 3 :

* Software version : 2.10.

* Japanese releases only (94/12/19).


Revision 4 :

* Software version : 3.00.

* European and American releases (95/01/05).


- TIPS AND TRICKS -


* Play As Akuma (Player 1) : Highlight Spiral and wait 3 seconds, then move without stopping through : Silver Samurai, Psylocke, Colossus, Iceman, Colossus, Cyclops, Wolverine, Omega Red and stop on Silver Samurai. Wait 3 seconds there and press and hold : LK+HP+HK.


* Play As Akuma (Player 2) : Highlight Storm and wait 3 seconds, then move without stopping through : Cyclops, Colossus, Iceman, the Sentinel, Omega Red, Wolverine, Psylocke, Silver Samurai and stop on Spiral. Wait 3 seconds there, then press and hold : LK+HP+HK.


* Play As Juggernaut (Player 1 and 2) : Input Akuma code, then after the battle press Up/Left TWICE and you should see Juggernaut's face.


* Play Against Akuma : You must use 'manual block' and win every match without continuing. Defeat your opponents two rounds in a row (don't lose a round), having 'first attack' on each round. You must also win the final round of each battle with your Hyper-X.


* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.


- STAFF -


Game planners : Akira Nishitani (Nin), Noritaka Funamizu (Poo), Hiratou K-Suke (X68K), Kiyo, Fuji, Tomita Otouto

Programmers : Aoi-Tokimeki, Tarabar - Black, K.Nishi-Man, Sailor-Ponkichi, O.G.T.-iron Liver, Mo Suzuki-Memorial, Min-T3, Hard.Yas (-466P+K-), Kaw.Hiroshima

Object designers : Satoru Yamashita, Ino, Kuriotoko, Yue, Minobe, M. Nakatani, Ari, Eripyon.N, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjiro, Sagat, Ta, Jun Matsumura (26), Hitoshi Nishio (Vip.T2), G.Kamina, Ushi, H. Yoshino, Eiji, Naoki Fukuda, H.S, Manish, Shinya Kitamura

Scroll designers : Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko.O, Hiroko.N, Iwai, Kisabon, Rk

Music composers : Takayuki Iwai (Anachey Takapon), Syun Nishigaki, Hideki Okugawa (Hideki Ok), Isao Abe (Oyaji)

Sound designers : Hiroaki Kondo (X68K), Toshio Kajino


* Voice Actor :

Psylocke, Storm, Spiral : Catherine Disher

Cyclops : Norman Spencer

Wolverine : Cathal J. Dodd

????? : George Buza

Colossus : Dan Hennessey

????? : Ike-Bomb 


- PORTS -


* Consoles :

Sega Saturn (1995)

Sony PlayStation (1998)


* Computers :

PC [MS-Dos]

$end

$info=xmvsf,xmvsfa,xmvsfh,xmvsfj,xmvsfu,xmvsfur1,xmvsfjr1,xmvsfjr2,xmvsfb,
$bio

X-Men vs. Street Fighter (c) 09/1996 Capcom.

Game ID : CP-S II No. 20


The first 'Capcom vs.' fighter, featuring 16 classic characters and fast-paced tag action. The mighty Apocalypse is reduced to but a punching bag!

Controlled with an 8-way joystick and six buttons.


- TRIVIA -


This game runs on the Capcom Play System II hardware (CPS II).


Victor Entertainment released a limited-edition soundtrack album for this game (X-Men Vs. Street Fighter - VICL-2176) on 21/11/1996.


- UPDATES -


Akuma is called Gouki in the Japanese version. Akuma means 'devil'. Gouki means 'powerful oni' (An oni is a Japanese mythological creature, kind of like an ogre or demon).


- TIPS AND TRICKS -


* Play As Akuma : Play As Akuma : At the character select screen, highlight Magneto or Juggernaut or Dhalsim or Bison and press Up.


* Play As Alpha Chun Li : At the character select screen, highlight Chun Li, hold the Start button and press any action button.


* Play As the Same Character : Enter the random selection code and if you can make it stop on the highlighted character, the highlight will remain there, enabling you to select the same character twice. This does some strange things to the life bars, so be careful. It may also screw up the palette for one of the characters on the selection grid, but this will not effect game play.


* Alternate Costume Colors : Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume.


* Random Fighter : At the character select screen, press and hold left or right for 3 seconds. Note : You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter.


* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.


* Rogue's Additional Winning Pose : After you beat an opponent with Rogue, hold all three punches or kicks before she does her normal win pose (If done correctly, Rogue will turn around and say 'TA-DA!').


* In-game tip messages (These are all the tip messages that randomly appear when the player loses) :


1) HP+HK simultaneously for the Cross-over Attack! You can switch your character at any time!


2) Push LP+MP+HP while guarding for the Advancing Guard. Push the opponent back!


3) When Air Combo starts to move hits the opponent, put the lever Up to chase him and execute a combo!


4) Create a quick combo when fighting in the air! Switch your character when vitality is low!


5) Back, Back/Down, Down, P before landing for the safe fall! Outsmart your opponent!


6) By charging the gauge past level one, you can do a Hyper Combo! Make a comeback!


7) Enter Down, Up or LK+MK+HK for a Super Jump! You can attack indefinitely while doing a Super Jump!


8) Back, Back/Down, Down, HP+HK while guarding for the Counter! Your partner will assist you.


9) When Level 2 or higher, enter Down, Forward/Down, Forward, HP+HK for the cross-over Combination move!


10) Vitality recovers slowly while you're resting. When grabbed, enter Forward MP(HP) immediately!


11) You'll escape from the throw move! Forward, Forward or LP+MP+HP for the forward dash!


12) Get into the striking distance at once! X-MEN VS STREET FIGHTER COMING SOON


- SERIES -


Note : also called the 'Capcom vs.' series.


1. X-Men vs. Street Fighter (1996)

2. Marvel Super Heroes vs. Street Fighter (1997)

3. Marvel vs. Capcom - Clash of Super Heroes (1998)

4. Marvel vs. Capcom 2 - New Age of Heroes (2000)


- STAFF -


Planner : Atsushi Tomita

Assistants : Takayoshi Terada, Moriyoshi Teruya

Programmers : Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide

Character designer : Akiman

Title designer : Shoei

Object designers : Minobe Hiroaki!, Rie Satou, Masanori-Kondo, Kanako<3Takami, Miwaringo<3, Yosinori Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R.Naoi, Kako, Narancha, Shin, Ikusan, Kurose, G.Kamina, K.Kikutani, T.Ohsumi

Scroll designers : Iwai, Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuk<3, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani20%, manga-Chop

Music composer & Arranges : Yuki Iwai, Yuko Kadota

Sound & voice designers : Hiroaki Kondo (X68K), Moe.T

Producer : Tetsuya Iijima

General producer : Noritaka Funamizu (poo)


* Voice Actors :

Cyclops : Norman Spencer

Wolverine : Cathal J. Dodd

Storm : Catherine Disher

Rogue : Lenore Zann

Gambit : Tony Daniels

Sabretooth : Don Francks

Juggernaut : Rick Bennett

Magneto, Apocalypse, Announcer : Lorne Kennedy

Ryu : Katashi Ishizuka

Cammy : Susan Hart

Ken Masters : Tetsuya Iwanaga

Chun-Li : Yuko Miyamura

Charlie : Toshiyuki Morikawa

Dhalsim : Yoshiharu Yamada

Zangief : Wataru Takagi

M. Bison : Tomomichi Nishimura


- PORTS -


* Consoles :

Sega Saturn (1997)

Sony PlayStation (1998)

$end

$info=xmultipl,
$bio

X-Multiply (c) 09/1989 Irem.


- TRIVIA -


This game runs on the Irem M-72 system hardware.


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21/01/1990.


- PORTS -


* Consoles :

Sega Saturn (1998, "Image Fight & X Multiply")

$end

$info=xsleena,xsleenab,
$bio

Xain'd Sleena (c) 1986 Technos.

Game ID : TA-0019


- TRIVIA -


This game is known in US as "Solar Warrior".


- PORTS -


* Computers :

Sinclair ZX Spectrum (1988, "Soldier of Light")

Amstrad CPC (1988, "Soldier of Light")

Commodore C64 (1988, "Soldier of Light")

Commodore Amiga (1988, "Soldier of Light")

Atari ST (1988, "Soldier of Light")

$end

$info=xenophob,
$bio

Xenophobe (c) 07/1987 Bally Midway.


A starbase is infested with aliens, and the player (up to 3) has to kill the aliens before it is completely overrun.


- TRIVIA -


The word 'Xenophobe' (pronounced 'Zee-no-phobe') is a psychiatric term meaning 'fear of aliens'.


This game runs on the Bally Midway MCR 68k hardware.


Xenophobe was a highly original game with a highly original concept. It was the first split-screen game. It was also a victim of a production scheduling snafu. Due to its production being pushed ahead, a lot of the game's tuning was axed. There are many objects in the game that the player can pick up, but have no use.


- STAFF -


Programmer : Howard Shere

Art and graphics : Brian Colin

Sound and musics : Souvenir of Omaha

Hardware designers and support : Bob Ploussard, True Truong

Mechanical designer : John Kubik

Technical support : Jim Belt, Sue Lohse

Game concept and designers : Brian Colin, Howard Shere

Development : Jeff Nauman, Bob Libbe, Gary Oglesby, Tom Leon, Larry Stalmah, Peter Perry


- PORTS -


* Consoles :

Nintendo Famicom (1988)

Atari Lynx (1990)

Atari 2600 (1990)

Atari 7800

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Amstrad CPC (1989)

Atari ST (1989)

Commodore Amiga (1989)

$end

$info=xevios,
$bio

Xevios (c) 1980 Watson.


- TRIVIA -


This game is a bootleg of "Xevious".


- UPDATES -


This bootleg has different explosion sound than the original Xevious.


- TIPS AND TRICKS -


* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Dead copy making copy under Namco program.' will appear on the screen.

$end

$info=xevious,xeviousa,xeviousb,xeviousc,
$bio

Xevious (c) 12/1982 Namco.


The player uses an 8-way joystick to pilot a combat aircraft called a Solvalou, which is armed with a forward-firing zapper for aerial targets and a blaster for ground targets. There are various aerial enemy aircraft which shoot relatively slow bullets, as well as (presumably unpiloted) fast-moving projectiles and exploding black spheres. Ground enemies are a combination of stationary bases and moving vehicles, most of which also fire slow bullets. A gigantic floating fortress (officially named 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core. The game is actually divided into 16 areas but these aren't reported on screen. Each area is separated by a section of forest. When a player dies, if less than 70% of the area has been completed then play restarts at the beginning of the same area, otherwise play restarts at the beginning of the next area. After area 16 has been completed, the game loops back to area 7.


- TRIVIA -


Licensed to Atari for US manufacture and distribution (01/1983). Approximately 5,295 units were produced by Atari.


This game runs on the "Galaga" hardware.


Xevious was one of the earliest vertical scrolling shooters, and greatly influenced games in this genre. Xevious was among the first games to use pre-rendered graphics and was the first vertically scrolling shooter to allow you to target both land-based and airborne enemies. The graphics were revolutionary for their time, and characters were rendered with remarkable clarity and effect through careful use of shades of gray and palette-shifting. It was the one of the first games to have 'hidden characters' which are not mentioned in the instructions but can be revealed by a secret maneuver. Among these was the 'special flag' which gave the player an extra life. This feature was carried over to numerous subsequent Namco games.


While it saw limited popularity in the U.S., Xevious was a huge cult hit in Japan, and to this day is considered one of the greatest videogames of all time. Popular musicians Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco videogames, with Xevious as its centerpiece. A follow-up 12'' single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even a rudimentary fictional language.


At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert, a high arid plateau that stretches 37 miles between the towns of Nazca and Palpa in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD.


The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired.


The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image.


Two bootlegs of this game are known as "Xevios" and "Battles".


In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".


- UPDATES -


* The high-score name are 3 characters long on the version licensed to Atari. It's 10 characters long on the version manufactured by Namco.


* The zapper and blaster buttons were reversed between the Japanese and US versions.


- TIPS AND TRICKS -


* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen.


* Hidden cities : There are many hidden cities called 'Sol Citadels', which fire rockets at you when bombed. You get 2000 points for bombing the cities and once the rockets appear, they can be bombed again for an extra 2000 points. Your bombsight will always alert you when you move over one. To find them, sweep over seemingly innocuous areas of green field, sandy desert and strips of grey - your sights should soon pick them out. The first one is quite early on (about 30 seconds into the game or so), in the right-hand corner of a field before you move over trees and into the first lot of ground-based targets. Another can be found just after a horizontal road that runs the whole length of the screen, dead center in the green strip. Also check to the right of the moving target on the pier after flying over the ocean for the first time. A definite one is after the first set of tumbling walls, above and to the left of the large grey pyramid. One can be found in the run-up to the first mother ship - when tackling the ground targets, look where the two vertical roads are joined by a thinner horizontal strip - one is hidden in the top-left crook. Four are located in a diagonal line before the second mother ship and after you pass over the bird in the desert the second time there are 8 in two long rows of 4!!


* Special Flags : There are several special flags that give you an extra ship (plus a 1,000 point bonus). The Specials are not detected by your sights. The first Special is in the first cross screen river after three tanks that don't move. It's usually in the lower part of the river on the far left or far right. Its position moves around so you need to bomb the whole river. During the first set of tumbling walls, you'll pass over a half-desert, half-forest area. Look for a small lake shaped like a kidney with a thin stream running to the right - bomb in a straight line across the stream repeatedly (including into the lake) and you'll find one Special. Fly over it to pick it up for a bonus ship. The third Special is somewhere on a horizontal line at the end of the pier that appears after you cross the large body of water (after the first mothership). The fourth Special is somewhere on a horizontal line at the tail of the first full bird in the desert. You'll fly over one partial bird and then later pass over one full bird. Start bombing in a horizontal line along the bottom of the full bird's tail.


- SERIES -


1. Xevious (1982)

2. Super Xevious (1984)

3. Solvalou (1991)

4. Xevious 3D/G (1995) 


- STAFF -


From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)

Music by : Yuriko Keino


- PORTS -


* Consoles :

Atari 2600 (1983)

Atari 5200 (1984)

Nintendo Famicom (1988)

Atari 7800 (1989)

NEC PC Engine (1990)

Sony PlayStation (1996, "Namco Museum Vol.2")

Sony Playstation (1997, "Xevious 3D/G+")


* Computers :

Sharp MZ2500  (1982)

Atari 800 (1984)

Commodore C64 (1986)

Amstrad CPC (1986)

Fujitsu FM-7 (1984)

Atari ST (1987)

Sinclair ZX Spectrum (1987)

MSX2 (1988)

Apple II

Sharp X68000


* Others :

Arcade (1995, "Namco Classics Collection Vol.1")

Appears on the Ms Pac-Man TV game, manufactured by Jakks Pacific (2004).

$end

$info=xevi3dg,
$bio

Xevious 3D/G (c) 04/1995 Namco.


- TRIVIA -


This game runs on the Namco System 11 hardware.


- SERIES -


1. Xevious (1982)

2. Super Xevious (1984)

3. Solvalou (1991)

4. Xevious 3D/G (1995) 


- STAFF -


Director : Kohji Kenjoh

Visual director : Rascal Fukuda

Proto programmer : Yousuke Kuroda

Coordinator : Yutaka Kounoe, Tadashi Iguchi

Programmers : Hajime Harima, MT-Kio

Visual designers : Kaname Takai, Nabuo Takahashi, Muneyuki Tejima

Test mode programmers : Kazuyuki Nikaido

Graphic designer : Hideaki Ito

Music & Sound effects : Ayako Saso, Shinji Hosoe, Nobuyoshi Sano, Hiroto Sasaki

Debug & Tuning team : Kazuo Takahashi, Tetsuya Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa

Supervisor : Shukuo Ishikawa, Hajime Nakatani, Katsuo Nakamura, Junichi Kawamura, Masaya Nakamura


- PORTS -


* Consoles :

Sony Playstation (1997, "Xevious 3D/G+")

$end

$info=xexex,xexexj,
$bio

Xexex (c) 1991 Konami.

Game ID : GX067


Fly the Flintlock TMF01 across several beautifully drawn stages and help save the Planet E-Square! A great horizontal scrolling shooter featuring some very large ships, lots of raster effects and one neat charge-shot.


- TRIVIA -


King Records released a limited-edition soundtrack album for this game (Xexex : Konami Kukeiha Club - KICA-7508) on 21/01/1992.


- UPDATES -


The Japanese version has lives (with respawn points) instead of a lifebar and a much larger variety of weapons.


- STAFF -


Directored by : Tom Murchie

Program design by : Tom Murchie, Baumann, Wady Teits

Graphic design by : Mickey, James K kark, Cha Heifetz

Sound designers : Carol Queen, Michael Oldriver, Rosetta Stone, Shanghai Manmos

Hardware design by : Jean Simons

Title design by : Nissy Balvoa

Character design by : Ken.Heine

Art directed by : Maguro Banda

Special design by : Nori Tama

Special effect by : Screaming (Mt.Fuji)

Sub special effect by : Tamaya Jp

Screen play by : Coszo Gi Ken

Planning produced by : Studio Sumomo

$end

$info=xymg,
$bio

Xing Yen Man Guan (c) 199? IGS.

$end

$info=xorworld,
$bio

Xor World (c) 1990 Gaelco.

$end

$info=xxmissio,
$bio

XX Mission (c) 07/1986 UPL.

Game ID : UPL-86001


- STAFF -


Game designer : Tsutomu Fuzisawa

Software designer : Satoru Kinjo

Character designer : Tsutomu Fuzisawa, Akemi Tsunoda

Sound : Tsutomu Fuzisawa, Kiyoshi Yokoyama

Data : Takashi Hayashi

$end

$info=xybots,xybots1,xybots0,xybotsg,xybotsf,
$bio

Xybots (c) 11/1987 Atari Games.

Game ID : 136054


Captain Ace Gunn and Major Rock Hardy run through 3D mazes. Shoot robots to collect coins, buy upgrade and destroy the master Xybots!


- TRIVIA -


The monsters and shots were done with motion objects which had been around since 1977 (10 years before!).


Note : The game is endless.


- TIPS AND TRICKS -


* Extra Bonus Points : On the first level, don't collect any money for totally massive bonus points at the end. And lots of cash.


* A Tip : You can shoot around a wall to your right by putting your gun around the corner. You can shoot them but they cannot shoot you.


- STAFF -


Game designer : Ed Logg (ED )

Programmers : Ed Logg (ED ), Bob Flanagan (BOB)

Enginner : Doug Snyder (DUG)

Technician : Cris Drobny (CAD)

Animators : Sam Comstock (SWC), Mark West (MLW)

Audio designers : Earl Vickers (EAR), Hal Canon (HLC), Brad Fuller (BAF)


- PORTS -


* Consoles :

Atari Lynx (1991)

Microsoft Xbox (2004, "Midway Arcade Treasures 2")

Nintendo Gamecube (2004, "Midway Arcade Treasures 2")

Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")


* Computers :

Sinclair ZX Spectrum (1989)

Commodore C64 (1989)

Atari ST (1989)

Amstrad CPC (1989)

Commodore Amiga (1989)

$end

$info=xyonix,
$bio

Xyonix (c) 1989 Philko.

$end

$info=leaguemn,
$bio

Yakyuu Kakutou League-Man (c) 1993 Irem.


A team of four baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power!


- TRIVIA -


The title of this game translates from Japanese as 'Baseball Hand-to-Hand Fighting League-Man'.


This game is known in US as "Ninja Baseball BatMan".


This game runs on the Irem M-92 system hardware.


An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game.


- STAFF -


Planner : Chinta

Graphic designers : Kon-Kitakichine, Nob, Sefuhaso, Unyanya, Dama

Programmers : Andrew Whiskey, Mc. Hama Amuse_Light, Hiro

Sound effecst : Aiai

Sound programmers : Hayashi Sho, Jitta

$end

$info=yamyam,
$bio

Yam! Yam!? (c) 1990 Dooyong.


- TRIVIA -


This game is also known as "Wise Guy".

$end

$info=yamato,yamato2,
$bio

Yamato (c) 03/1983 Sega.


- TRIVIA -


Yamato is the name of a Japanese battleship that was sunk off Kyuushuu during World War II.


- STAFF -


Security by : Masatoshi Mizunaga

Program by : L'Y


- PORTS -


* Consoles :

Sega SG-1000 (1983)

$end

$info=yankeedo,
$bio

Yankee DO! (c) 19??.


- TRIVIA -


This game is a hack of "Mr. Do!".


- UPDATES -


It has an American Civil War theme :

* Apples are replaced by oil barrels and you control Uncle Sam with a bomb instead of a clown with a snowball.

* Only freeze your enemies for a few seconds.

* The Letter monsters are always unaccompanied.

* This is the hardest of the Mr. Do! hacks.

* You run faster digging through the dirt than through open terrain.

$end

$info=yesnoj,
$bio

Yes/No Sinri Tokimeki Chart (c) 03/1992 Taito.

Game ID : D20


- TRIVIA -


The title of this game translates from Japanese as 'Yes/No Heartthrob Chart Trial'.


This game runs on the Taito F2 hardware.

$end

$info=yiear,yiear2,
$bio

Yie Ar Kung-Fu (c) 01/1985 Konami.

Game ID : GX407


A true classic! Oolong the Kung-Fu fighter fights different martial artists for the respect of his dojo!

Controlled with an 8-way joystick and two buttons.


- SERIES -


1. Yie Ar Kung-Fu (1985)

2. Yie Ar Kung-Fu II - The Emperor Yie-Gah (1985, MSX)


- STAFF -


Staff : S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano


- PORTS -


* Consoles :

Nintendo Famicom (1985)

Sony PlayStation (1999, "Konami Arcade Classics")

Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")

Nintendo Game Boy


* Computers :

Commodore C64 (1985)

MSX (1985)

Sinclair ZX Spectrum (1985)

Amstrad CPC (1986)

Acorn Electron

Spectravideo

$end

$info=youkaidk,yokaidko,
$bio

Yokai Douchuuki (c) 04/1987 Namco.


- TRIVIA -


The title of this game translates from Japanese as 'Supernatural Creature Traveler's Journal'.


This game is known outside Japan as "Shadow Land".


This game runs on the Namco System 1 hardware.


Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.


- STAFF -


Musics composed by : Hiroyuki Kawada


- PORTS -


* Consoles :

NEC PC Engine (1987)

$end

$info=yosakdon,yosakdoa,
$bio

Yosaku to Donbei (c) 1979 Wing.


In this title you play a little farmer guy, who is attempting to shoot down the crows out of his tree. Gameplay is identical to that of "Space Invaders". A large bird replaces the UFO that goes over the top of the screen from time to time. While a lumberjack will chop out a section of the tree every time the birds reach the side of the screen (lowering them closer to the bottom). The only real gameplay difference is that the birds come in a pyramid pattern, as opposed to the rectangle pattern of "Space Invaders". This serves to make the game much easier.


- TRIVIA -


The title of the game translates from Japanese as 'Yosaku and Donbei'.

$end

$info=youjyudn,
$bio

Youjyuuden (c) 05/1986 Irem.


- TRIVIA -


The title of this game translates from Japanese as 'Legend of Bewitching Beast'.


This game runs on the Irem M-62 system hardware.

$end

$info=youma,
$bio

Youma Ninpou Chou (c) 1986 Nichibutsu.


- TRIVIA -


The title of this game translates from Japanese as 'Ghost Ninja Arts Scroll'.


This game is known outside Japan as "Ninja Emaki".


A bootleg of the game was released the same year by Game Electronics.

$end

$info=yujan,
$bio

Yu-Jan (c) 1999 Yubis / T.System.

$end

$info=yuka,
$bio

Yu-Ka (c) 1999 Yubis / T.System.

$end

$info=yumefuda,
$bio

Yumefuda (c) 19?? Alba.


- TRIVIA -


The title of this game translates from Japanese as 'Dream Card'

$end

$info=yuyugogo,
$bio

Yuuyu no Quiz de Go!Go! (c) 03/1991 Taito.

Game ID : C83


- TRIVIA -


The title of this game translates from Japanese as 'Leisure Quiz de Go! Go!'.


This game runs on the Taito F2 hardware.


Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.

$end

$info=zaryavos,
$bio

Zarya Vostoka (c) 1984 Nova Games.


- SERIES -


1. Intrepid (1983)

2. Zarya Vostoka (1984)

$end

$info=zarzon,
$bio

Zarzon (c) 1981 SNK.


- TRIVIA -


Licensed to Taito.

This game is also known as "Satan of Saturn".

$end

$info=zaviga,zavigaj,
$bio

Zaviga (c) 1984 Data East.


- TRIVIA -


Game programmer used a Millennium 95085 Microsystem Emulator to program this game.


- STAFF -


Game programmer : Akira Sakuma

$end

$info=zaxxon,zaxxon2,
$bio

Zaxxon (c) 02/1982 Sega.


The game gives the player the experience of flying a space shuttle-like craft through a fortress while shooting at enemy entities (missiles, enemy gunfire, etc.). The object of the game is to hit as many targets as possible without being shot down.


- TRIVIA -


At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person).


In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?'


There were two different dedicated cabinets available for Zaxxon, an upright and a cocktail :

* The upright version came in a nice woodgrain cabinet with black and blue sticker style sideart. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style.

* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks.

All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification).


A Zaxxon unit appears in the 1983 movie 'WarGames'.


A bootleg of this game is known as "Jackson".


- TIPS AND TRICKS -


To kill the robot at the end of every second level, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at the robot's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air.


Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.


Shoot airplanes on the ground : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus.


On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also.


This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back.


There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower.


Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed.


The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.


On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship.


- SERIES -


1. Zaxxon (1982)

2. Super Zaxxon (1982)


- PORTS -


* Consoles :

Colecovision (1982)

Atari 5200 (1984)

Sega SG-1000 (1985)

Mattel Intellivision

Atari 2600


* Computers :

Tandy (1983)

Commodore C64 (1984)

Atari 800 (1984)

MSX (1985)

Sinclair ZX Spectrum (1985)

PC [MS-DOS] (1985)

Amstrad CPC (1986, "Zaxx")

Apple II


* Others :

VFD handheld game (1981) released by Coleco : One of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror.

 

LCD handheld game (1982) released by Bandai : It's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!).

 

VFD handheld game (19??) released by Bandai : This game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode.. The only thing that seems to be missing is the actual Zaxxon boss at the end...

$end

$info=zedblade,
$bio

Zed Blade (c) 09/1994 NMK.

Game ID : 0076


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game is known in Japan as "Operation Ragnarok".


This game runs on the SNK Neo-Geo MVS hardware.


- STAFF -


Software : Ore Dayo

Graphic designers : Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei

Sound : Manabu Namiki

$end

$info=zektor,
$bio

Zektor (c) 08/1982 Sega.


- TRIVIA -


The last alien is the alien from 1981's "Space Fury".


- TIPS AND TRICKS -


* A Tip : When fighting in 'the city', try to stay in the upper left-hand corner. The city boss will not shoot you there.

$end

$info=znpwfv,
$bio

Zen Nippon Pro Wrestling (c) 1997 Sega.


- TRIVIA -


The title of this game translates from Japanese as ' All Japan Pro Wrestling'.


This game runs on the Sega Titan Video hardware (STV).

$end

$info=zero,
$bio

Zero (c) 1980 Jeutel.


- TRIVIA -


This game is a french bootleg of Midway's "Defender".

$end

$info=zerogun,zeroguna,zerogunj,
$bio

Zero Gunner (c) 1997 Psikyo.


- TRIVIA -


This game runs on the Sega Model 2A hardware.


- SERIES -


1. Zero Gunner (1997)

2. Zero Gunner 2

$end

$info=zerohour,
$bio

Zero Hour (c) 12/1980 Universal.

Game ID : 8011


Shoot down the enemy as it attacks you from among the meteorites!!


- SERIES -


1. Cosmic Monsters (1979)

2. Cosmic Guerilla (1979)

3. Cosmic Alien (1980)

4. Devil Zone (1980)

5. Zero Hour (1980)

6. Cosmic Avenger (1981)

$end

$info=zeropnt,zeropnta,
$bio

Zero Point (c) 1998 Unico Electronics.


- TRIVIA -


Although 'Zero Point' as a title is intended to paraphrase the idiom "Point Blank" - this is not the case. In fact 'Zero Point' is a quantum mechanical term, describing the intrinsic value of a particular qunatum property in the absence of external influences.


- SERIES -


1. Zero Point (1998)

2. Zero Point 2 (1999)


- STAFF -


Programmers : Cheong yong ik, Koo eun joong

Graphic designers : Na jong yong, Lee gi seon, Moon sung ok, Hong you hyun

Music & sound : Park hyo jin

Hardware : Chun Chung ok

Scenario & director : Chun Chung ok

$end

$info=zeropnt2,
$bio

Zero Point 2 (c) 04/1999 Unico Electronics.

Game ID : UZP21001A


- SERIES -


1. Zero Point (1998)

2. Zero Point 2 (1999)


- STAFF -


Programmer : Cheong yong ik

Graphic artists : Song Phil Sang, Lee Jun Young, Ro Gi Tae, Moon Sung Ok

Hardware : Chun Chung Ok, Hong Seog Gil

Music & sound : Lee Hyoun Jong

$end

$info=zerotrgt,
$bio

Zero Target (c) 1985 Data East.


- TRIVIA -


This game is known in Japan as "Gekitsui Oh".

$end

$info=zeroteam,zeroteaa,
$bio

Zero Team (c) 1993 Seibu Kaihatsu.


A side scrolling beat-em-up that uses Japanese superhero-type characters. Characters are able to throw and break background objects and use them against their enemies. The goal is to progress past the end-of-level bosses and rescue the kidnapped girl.


- TRIVIA -


There are four characters you can choose to play. They are named Ace, Speed, Spin (female) and Big O. Each character has its own speciality. For example, Ace is good at his flying kicks; Speed is the fastest of all; Spin's intercepting is marvelous since she has long arms, which allows her to slap her opponents easily; Big O is slow, but he has the most powerful punches.

Do not expect to defeat the enemies in a single session everytime. The AI level of this game is quite impressive even though it was created back in 1993. The enemies will use different approaches and unpredictable movement to defeat the player.


- TIPS AND TRICKS -


Never underestimate the enemies; go step by step and do not rush. The enemies are programmed to surround the player on both sides, both front and back. If you get surrounded, find a way out by using flying kicks, then try to group the enemies in one whole bunch and then punch them into ashes.

Super power can be used against the boss or other enemies. To use it, for Ace, press Punch three times continuously, followed by a short pause (half second), then press Punch again. For Speed, press Punch four times then pause and press Punch again. Normally, you can figure how many punches have been made by listening to the punching sound that bursts from the machine.


To get the highest score, one must finish the objects in bonus stage fast. A single player will be given 20 seconds to finish the objects. More time left over means more points.


Spin will score more when destroying enemies. The total points in a single session can be up to 13 million.


Use the stinger or bazooka wisely. Do not waste the bullet if you can use your flying kicks to trash the enemies. Wait until the boss appears and then open fire.


The total time needed to finish the game in one session is around 45 minutes.


- SERIES -


1. Zero Team (1993)

2. New Zero Team (1993)

$end

$info=zerotime,
$bio

Zero Time (c) 1979 Petaco S.A.


- TRIVIA -


This game is a Spanish bootleg of "Galaxian".

$end

$info=zerowing,
$bio

Zero Wing (c) 09/1989 Toaplan.

Game ID : TP-015


Controlled with an 8-way joystick and two buttons.


- TRIVIA -


Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Zero King - PCCB-00001) on 21/09/1989.


- TIPS AND TRICKS -


* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.


- STAFF -


Music and sound created by : Tatsuya Uemura


- PORTS -


* Consoles :

Sega Mega Drive (1991) : Contains an extra intro scene - ...'All your base are belong to us'...

$end

$info=zerozone,
$bio

Zero Zone (c) 1993 Comad.


A risque version of "Columns".


- TRIVIA -


This game shares the music with "Las Vegas Girl - Girl '94", another Comad game.


The samples 'Welcome' and 'You suck!' (originally 'You die!') were ripped from Data East's "Sly Spy".

$end

$info=drgw2c,
$bio

Zhong Guo Long 2 (c) 1997 IGS.


A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.


- TRIVIA -


The title of this game translates from Chinese as 'China Dragon 2'.


This game is known outside China as "Dragon World II" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').


This game runs on the IGS PGM hardware.


- STAFF -


Executive producer : Ming-Der Tsai

Director : Zhohg-Zen Gao

Software : Fred Liao, Ejiro Rii

Hardware : Franklin Wu

Music & Sound effects : Eddie Yao

Art conductor : Shih-Chlang Wu

Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin

Animation : Pon-Pon Peng

Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang

$end

$info=dzigzag,
$bio

Zig Zag (c) 1982.


- TRIVIA -


This game is a bootleg of "Dig Dug".

$end

$info=zigzag,zigzag2,
$bio

Zigzag (c) 1982 LAX.


- TRIVIA -


This game is a bootleg of "Dig Dug" on the "Galaxian" hardware.

$end

$info=zingzip,
$bio

Zing Zing Zip - The Shooting (c) 1992 Allumer.

Game ID : UY


- TRIVIA -


Licensed to Tecmo.

$end

$info=zintrckb,
$bio

ZinTricK (c) 1996 SNK / ADK.

Game ID : 0211


Controlled with an 8-way joystick and four buttons.


- TRIVIA -


This game is known in Japan as "Oshidashi Zentrix".


This game is a very rare prototype that runs on the SNK Neo-Geo MVS hardware.


- TIPS AND TRICKS -


* Play As Ryu Eagle (Ninja) : Put the machine in 'Free Play' mode (via dip switches), at the character selection screen, highlight Subberg, hold Up+B and press A.


- STAFF -


Producer & Planner/Author : Takashi Hatono

Ace programmer : Satoru Kubota

Main programmer : Hideo Kamoda

Programmer : Vega

Sprite designer : Masayo Kobayashi

Scroll designer : Yohei Sano

System programmer : Eiji Fukatsu

Sound programmer : Makio Chiba

Chief music composer / Sound effect : Hideki Yamamoto

Music composers : Takao Ohshima, Keiichiro Segawa, Tsuyoshi Muramatsu

Market research : Yukio Gotoh

Character voice : Kazumasa Katsura, Ken Kazama, Naoki Ogata, Yasue Ishi, Sayaki Takeshita

Chief public inormation : Hajime Taguchi

Public information : Satsuki Itoh, Kayo Yamagata, Kiyotaka Sugiyama

Executive producer : Kazuo Arai


- PORTS -


* Consoles :

SNK Neo-Geo CD (1996)

$end

$info=zoar,
$bio

Zoar (c) 03/1982 Data East.

$end

$info=zodiack,
$bio

Zodiack (c) 1983 Orca.


- TRIVIA -


Licensed to Esco Trading for manufacture and distribution.

$end

$info=zombraid,
$bio

Zombie Raid (c) 1995 American Sammy.


First person shooting game with cowboy zombie theme.


- TIPS AND TRICKS -


* Crystal Codes :

Level 2 - The Crystal Code is posted at the end of the level, on the 2 pillars framing the wrought iron gate (below the head with the horns).

Level 3 - The Red Crystal is obtained at the end of the level in the elevator.

Level 4 - The Blue Crystal is hidden in a statuette on a pillar (the statuette resembles the level 2 famous head with the horns).

Level 5 - The Green Crystal is obtained at the end of the level by killing the 2-heads monster.


To fight the final boss, the Crystal Codes seen on level 2 should be inserted : Red, Green, Blue - if not it is assured death.


- STAFF -


Producer : Onijust (ONJ)

Programmers : Tomohiro Takahashi (TOM), Hiroaki Murase (MRS)

Graphic design : Isao Suwa (SUW), Ujita in U.S.A. (UJI), Noriyo Antako

Sound designer : Brian Schmidt

Game designer : George Matono

Executive producer : Yoshi Suzuki

Supervisors : Jim Miskell, Rick Rochetti

Technical supervisor : Kiyo Nishimura

Technical assistance : Gen Ozeki

Production coordinaor : Brad Faris

Cabinet coordinator : Pat O'Brien

Cabient designer : Tom Lenick

Artwork designer : Paul Faris

Electrical supervisor : John Jaron

Supervising engineer : Dave Pallotto

Mechanic coordinator : James Perales

Mechanic engineer : Bob Paneck

Game adviser : Dave Cane

Creature sound effects : Fred Young

$end

$info=zookeep,zookeep2,zookeep3,
$bio

Zoo Keeper (c) 1982 Taito.

Game ID : ZA


You control Zeke the zookeeper who must rescue his girlfriend Zelda from the Zoo.

Controlled with a 4-way joystick and one button.


- TRIVIA -


This game runs on the "Qix" hardware.


Originally called 'King Crab', Zoo Keeper was one of the few American-designed games that Taito released (with "Space Dungeon" and "Qix" being two others).


The game went out in 1983 and was about the number three game of the year nationwide, which was quite good. Unfortunately, this was right at the time when the whole arcade market took one huge dive, so the game only sold a fraction of what it would have if completed just a year earlier.


Zoo Keeper contains a little-known free game feature. You can go into option and set the 'Free Game Rate' to 99 to make it appear more frequently. If it's set to 0, it won't come out at all. The Zoo Keeper Flyer actually has a note saying that the free game feature maybe prohibited in some states! - The free game icon pops up on one of the platforms on the 3rd screen (coconuts). It comes out like one of the bonuses, but instead it says 'Free Game' in a little box. When it appears, it has it's own little tune too (and it usually pops up opposite of where you are, so if you are at the bottom of the screen, it will come out at the top).


- UPDATES -


Early machines had a bug in which the player could turn the machine off and on and get one or two free credits.


- TIPS AND TRICKS -


* Use A Benefit Free Try : Start the game, build the first wall of bricks a bit without jumping and immediately crash into an animal. If you have never jumped before, you won't lose a life. The game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning. Best of all, you get to keep the wall of bricks that you built a bit.


* An Obscure Trick : On the coconut boards, when you jump onto the top ledge, you get some points. Jump off the ledge then onto it again; you'll get twice as many points. And again, for four times as many. The bonus keeps doubling until 300K per land. The best board to try this on is the board where the ledges are invisible. It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error.


- STAFF -


Designed by : John Morgan, Keith Egging

Programmed by : John Morgan, Rex Battenberg, Mark Blazczyk

Music and sound effects by : Tom Fosha

$end

$info=zoom909,
$bio

Zoom 909 (c) 1982 Sega.


- TRIVIA -


This game is also known as "Buck Rogers - Planet of Zoom".


This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?).


- SERIES -


1. Zoom 909 (1982)

2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS)

3. Buck Rogers - Matrix Cubed (1992 - MS-DOS)


- STAFF -


Security by : Masatoshi Mizunaga

$end

$info=zunkyou,
$bio

Zunzunkyou No Yabou (c) 1994 Sega.


- TRIVIA -


The title of this game translates from Japanese as 'Zunzunkyou's Ambition'.


This game runs on the Sega System C2 hardware.

$end

$info=zupapa,
$bio

Zupapa! (c) 2001 SNK.

Game ID : 0070


In this whimsical action game, you take control of an uber cute, long-eared, boxing-gloves wearing hero and his 4 little sidekicks (called "Zooks" by the way!) in order to tackle colorful yet dangerous enemies in fun looking worlds such as Nightmare Land, Circus Land, Toy Land, Jungle Land, Dino Land, Japan Land, Sci-fi Land, Dragon Land & Virtual Land! Features very colorful graphics, nicely animated characters, fun bonus stages to mix things up and a simple yet really catchy soundtrack! Grab a friend for some truly awesome platforming fun!

Controlled with an 8-way joystick and two buttons.


- TRIVIA -


This game runs on the SNK Neo-Geo MVS hardware.


In February 1994, SNK third party developer Face debuted Zupapa at the AOU Show in Japan, however the game was released by SNK for its MVS system in 2001. That is the reason the game was long thought to be a prototype-only title! So far, this is the only NeoGeo un-released protype game that finally saw an actual official release.


The game was finally released a few months after the 'success' of "Nightmare in the Dark" (because they are very similar : only graphics and levels change). They are so close that some players consider that Nightmare in the Dark is the adult version of the game (with dark graphics) and Zupapa the children version (with its cute animations).


This is one of the very few Neo Geo games that does not show the names of its developers at the ending, it also deems this title as Episode 1 but chances of a sequel are next to none! Too bad... :(


- TIPS AND TRICKS -


* Destroy all enemies in any stage with a single Zook Bomb in order to be rewarded with a golden Zupapa trophy!


* Do not throw the Zooks if you do not need to, otherwise they will run away from you making the current stage more tricky to clear!

$end

$info=zwackery,
$bio

Zwackery (c) 1984 Bally Midway.


- TRIVIA -


This game runs on the Bally Midway MCR 68k hardware.


- STAFF -


Concept and design : Jeff Nauman, Brian Colin

$end

$info=zzyzzyxx,zzyzzyx2,
$bio

Zzyzzyxx (c) 11/1982 Advanced Microcomputer / Cinematronics.


Help Boris get to Lola. Life would be fun if women were that easy, but as in real life it's not that easy. To please her you need to collect some gifts for her. Only when she is pleased with what you collected can you dare to come near, just to start over on the next screen.


- TRIVIA -


A prototype of this game is known as "Brix", which was renamed to Zzyzzyxx before release.


Note : This game is always the last to appear alphabetically in a complete arcade games database. :)


Cinematronics never designed a dedicated cabinet for this game. It can be found in any of the generic black cabinets of the day (they used several different ones during the production run). No sideart was made, just a control panel overlay, marquee, and two stickers (which were applied to a generic glass monitor bezel). A far cry from the standard floor to ceiling art that decorated most games in the early eighties. This game uses a unique wiring harness that is not compatible with any other titles, although it could be rigged up in any vertical cabinet with a little work. The only controls it needs are a single button and a joystick capable of moving up and down.

$end
